Logic updates to Spike Cave, Bosses
Fix Bomb rules to exclude Spectacle Rock Cave for inverted Require a weapon for Castle Tower kill rooms
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@@ -611,9 +611,9 @@ class CollectionState(object):
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def can_extend_magic(self, player, smallmagic=16, fullrefill=False): #This reflects the total magic Link has, not the total extra he has.
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basemagic = 8
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if self.has('Quarter Magic', player):
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if self.has('Magic Upgrade (1/4)', player):
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basemagic = 32
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elif self.has('Half Magic', player):
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elif self.has('Magic Upgrade (1/2)', player):
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basemagic = 16
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if self.can_buy_unlimited('Green Potion', player) or self.can_buy_unlimited('Blue Potion', player):
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if self.world.difficulty_adjustments[player] == 'hard' and not fullrefill:
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@@ -634,9 +634,8 @@ class CollectionState(object):
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def can_shoot_arrows(self, player):
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if self.world.retro[player]:
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#TODO: need to decide how we want to handle wooden arrows longer-term (a can-buy-a check, or via dynamic shop location)
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#FIXME: Should do something about hard+ ganon only silvers. For the moment, i believe they effective grant wooden, so we are safe
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return self.has('Bow', player) and (self.has('Silver Arrows', player) or self.can_buy_unlimited('Single Arrow', player))
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#todo: Non-progressive silvers grant wooden arrows, but progressive bows do not. Always require shop arrows to be safe
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return self.has('Bow', player) and self.can_buy_unlimited('Single Arrow', player)
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return self.has('Bow', player)
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def can_get_good_bee(self, player):
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@@ -756,10 +755,10 @@ class CollectionState(object):
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if self.has('Red Mail', item.player):
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pass
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elif self.has('Blue Mail', item.player):
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self.prog_items.add(('Red Mail', item.player))
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self.prog_items['Red Mail', item.player] += 1
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changed = True
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else:
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self.prog_items.add(('Blue Mail', item.player))
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self.prog_items['Blue Mail', item.player] += 1
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changed = True
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elif item.name.startswith('Bottle'):
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