228 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			228 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Python
		
	
	
	
"""
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Defines the rules by which locations can be accessed,
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depending on the items received
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"""
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from typing import TYPE_CHECKING, Callable, FrozenSet
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from BaseClasses import CollectionState
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from .player_logic import WitnessPlayerLogic
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from .locations import WitnessPlayerLocations
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from . import StaticWitnessLogic, WitnessRegions
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from worlds.generic.Rules import set_rule
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if TYPE_CHECKING:
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    from . import WitnessWorld
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laser_hexes = [
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    "0x028A4",
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    "0x00274",
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    "0x032F9",
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    "0x01539",
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    "0x181B3",
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    "0x0C2B2",
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    "0x00509",
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    "0x00BF6",
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    "0x014BB",
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    "0x012FB",
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    "0x17C65",
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]
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def _has_laser(laser_hex: str, world: "WitnessWorld", player: int,
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               redirect_required: bool) -> Callable[[CollectionState], bool]:
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    if laser_hex == "0x012FB" and redirect_required:
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        return lambda state: (
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            _can_solve_panel(laser_hex, world, world.player, world.player_logic, world.locat)(state)
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            and state.has("Desert Laser Redirection", player)
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        )
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    else:
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        return _can_solve_panel(laser_hex, world, world.player, world.player_logic, world.locat)
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def _has_lasers(amount: int, world: "WitnessWorld", redirect_required: bool) -> Callable[[CollectionState], bool]:
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    laser_lambdas = []
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    for laser_hex in laser_hexes:
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        has_laser_lambda = _has_laser(laser_hex, world, world.player, redirect_required)
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        laser_lambdas.append(has_laser_lambda)
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    return lambda state: sum(laser_lambda(state) for laser_lambda in laser_lambdas) >= amount
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def _can_solve_panel(panel: str, world: "WitnessWorld", player: int, player_logic: WitnessPlayerLogic,
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                     locat: WitnessPlayerLocations) -> Callable[[CollectionState], bool]:
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    """
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    Determines whether a panel can be solved
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    """
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    panel_obj = player_logic.REFERENCE_LOGIC.ENTITIES_BY_HEX[panel]
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    entity_name = panel_obj["checkName"]
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    if entity_name + " Solved" in locat.EVENT_LOCATION_TABLE:
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        return lambda state: state.has(player_logic.EVENT_ITEM_PAIRS[entity_name + " Solved"], player)
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    else:
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        return make_lambda(panel, world)
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def _can_move_either_direction(state: CollectionState, source: str, target: str, regio: WitnessRegions) -> bool:
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    entrance_forward = regio.created_entrances[source, target]
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    entrance_backward = regio.created_entrances[target, source]
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    return (
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        any(entrance.can_reach(state) for entrance in entrance_forward)
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        or
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        any(entrance.can_reach(state) for entrance in entrance_backward)
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    )
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def _can_do_expert_pp2(state: CollectionState, world: "WitnessWorld") -> bool:
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    player = world.player
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    hedge_2_access = (
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        _can_move_either_direction(state, "Keep 2nd Maze", "Keep", world.regio)
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    )
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    hedge_3_access = (
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            _can_move_either_direction(state, "Keep 3rd Maze", "Keep", world.regio)
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            or _can_move_either_direction(state, "Keep 3rd Maze", "Keep 2nd Maze", world.regio)
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            and hedge_2_access
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    )
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    hedge_4_access = (
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            _can_move_either_direction(state, "Keep 4th Maze", "Keep", world.regio)
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            or _can_move_either_direction(state, "Keep 4th Maze", "Keep 3rd Maze", world.regio)
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            and hedge_3_access
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    )
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    hedge_access = (
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            _can_move_either_direction(state, "Keep 4th Maze", "Keep Tower", world.regio)
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            and state.can_reach("Keep", "Region", player)
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            and hedge_4_access
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    )
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    backwards_to_fourth = (
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            state.can_reach("Keep", "Region", player)
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            and _can_move_either_direction(state, "Keep 4th Pressure Plate", "Keep Tower", world.regio)
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            and (
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                    _can_move_either_direction(state, "Keep", "Keep Tower", world.regio)
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                    or hedge_access
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            )
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    )
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    shadows_shortcut = (
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            state.can_reach("Main Island", "Region", player)
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            and _can_move_either_direction(state, "Keep 4th Pressure Plate", "Shadows", world.regio)
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    )
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    backwards_access = (
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            _can_move_either_direction(state, "Keep 3rd Pressure Plate", "Keep 4th Pressure Plate", world.regio)
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            and (backwards_to_fourth or shadows_shortcut)
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    )
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    front_access = (
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            _can_move_either_direction(state, "Keep 2nd Pressure Plate", "Keep", world.regio)
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            and state.can_reach("Keep", "Region", player)
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    )
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    return front_access and backwards_access
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def _can_do_theater_to_tunnels(state: CollectionState, world: "WitnessWorld") -> bool:
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    direct_access = (
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            _can_move_either_direction(state, "Tunnels", "Windmill Interior", world.regio)
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            and _can_move_either_direction(state, "Theater", "Windmill Interior", world.regio)
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    )
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    theater_from_town = (
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            _can_move_either_direction(state, "Town", "Windmill Interior", world.regio)
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            and _can_move_either_direction(state, "Theater", "Windmill Interior", world.regio)
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            or _can_move_either_direction(state, "Town", "Theater", world.regio)
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    )
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    tunnels_from_town = (
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            _can_move_either_direction(state, "Tunnels", "Windmill Interior", world.regio)
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            and _can_move_either_direction(state, "Town", "Windmill Interior", world.regio)
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            or _can_move_either_direction(state, "Tunnels", "Town", world.regio)
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    )
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    return direct_access or theater_from_town and tunnels_from_town
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def _has_item(item: str, world: "WitnessWorld", player: int,
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              player_logic: WitnessPlayerLogic, locat: WitnessPlayerLocations) -> Callable[[CollectionState], bool]:
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    if item in player_logic.REFERENCE_LOGIC.ALL_REGIONS_BY_NAME:
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        return lambda state: state.can_reach(item, "Region", player)
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    if item == "7 Lasers":
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        laser_req = world.options.mountain_lasers.value
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        return _has_lasers(laser_req, world, False)
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    if item == "7 Lasers + Redirect":
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        laser_req = world.options.mountain_lasers.value
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        return _has_lasers(laser_req, world, True)
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    if item == "11 Lasers":
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        laser_req = world.options.challenge_lasers.value
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        return _has_lasers(laser_req, world, False)
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    if item == "11 Lasers + Redirect":
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        laser_req = world.options.challenge_lasers.value
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        return _has_lasers(laser_req, world, True)
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    elif item == "PP2 Weirdness":
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        return lambda state: _can_do_expert_pp2(state, world)
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    elif item == "Theater to Tunnels":
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        return lambda state: _can_do_theater_to_tunnels(state, world)
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    if item in player_logic.EVENT_PANELS:
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        return _can_solve_panel(item, world, player, player_logic, locat)
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    prog_item = StaticWitnessLogic.get_parent_progressive_item(item)
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    return lambda state: state.has(prog_item, player, player_logic.MULTI_AMOUNTS[item])
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def _meets_item_requirements(requirements: FrozenSet[FrozenSet[str]],
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                             world: "WitnessWorld") -> Callable[[CollectionState], bool]:
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    """
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    Checks whether item and panel requirements are met for
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    a panel
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    """
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    lambda_conversion = [
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        [_has_item(item, world, world.player, world.player_logic, world.locat) for item in subset]
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        for subset in requirements
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    ]
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    return lambda state: any(
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        all(condition(state) for condition in sub_requirement)
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        for sub_requirement in lambda_conversion
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    )
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def make_lambda(entity_hex: str, world: "WitnessWorld") -> Callable[[CollectionState], bool]:
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    """
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    Lambdas are created in a for loop so values need to be captured
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    """
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    entity_req = world.player_logic.REQUIREMENTS_BY_HEX[entity_hex]
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    return _meets_item_requirements(entity_req, world)
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def set_rules(world: "WitnessWorld"):
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    """
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    Sets all rules for all locations
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    """
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    for location in world.locat.CHECK_LOCATION_TABLE:
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        real_location = location
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        if location in world.locat.EVENT_LOCATION_TABLE:
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            real_location = location[:-7]
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        associated_entity = world.player_logic.REFERENCE_LOGIC.ENTITIES_BY_NAME[real_location]
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        entity_hex = associated_entity["entity_hex"]
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        rule = make_lambda(entity_hex, world)
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        location = world.multiworld.get_location(location, world.player)
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        set_rule(location, rule)
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    world.multiworld.completion_condition[world.player] = lambda state: state.has('Victory', world.player)
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