Minor accuracy improvements to ER algorithm
This commit is contained in:
383
Rules.py
383
Rules.py
@@ -1865,199 +1865,200 @@ def set_big_bomb_rules(world, player):
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#add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and state.has('Flippers', player) and state.can_flute(player) and state.has('Hammer', player) and state.has('Hookshot', player) and state.has_Pearl(player) and state.has_Mirror(player)))
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def set_inverted_big_bomb_rules(world, player):
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bombshop_entrance = world.get_region('Big Bomb Shop', player).entrances[0]
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Normal_LW_entrances = ['Blinds Hideout',
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'Bonk Fairy (Light)',
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'Lake Hylia Fairy',
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'Light Hype Fairy',
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'Desert Fairy',
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'Chicken House',
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'Aginahs Cave',
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'Sahasrahlas Hut',
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'Cave Shop (Lake Hylia)',
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'Blacksmiths Hut',
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'Sick Kids House',
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'Lost Woods Gamble',
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'Fortune Teller (Light)',
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'Snitch Lady (East)',
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'Snitch Lady (West)',
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'Tavern (Front)',
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'Kakariko Shop',
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'Mini Moldorm Cave',
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'Long Fairy Cave',
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'Good Bee Cave',
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'20 Rupee Cave',
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'50 Rupee Cave',
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'Ice Rod Cave',
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'Bonk Rock Cave',
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'Library',
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'Potion Shop',
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'Dam',
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'Lumberjack House',
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'Lake Hylia Fortune Teller',
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'Eastern Palace',
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'Kakariko Gamble Game',
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'Kakariko Well Cave',
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'Bat Cave Cave',
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'Elder House (East)',
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'Elder House (West)',
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'North Fairy Cave',
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'Lost Woods Hideout Stump',
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'Lumberjack Tree Cave',
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'Two Brothers House (East)',
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'Sanctuary',
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'Hyrule Castle Entrance (South)',
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'Hyrule Castle Secret Entrance Stairs',
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'Hyrule Castle Entrance (West)',
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'Hyrule Castle Entrance (East)',
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'Ganons Tower',
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'Cave 45',
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'Checkerboard Cave',
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'Links House']
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Isolated_LW_entrances = ['Old Man Cave (East)',
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'Old Man House (Bottom)',
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'Old Man House (Top)',
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'Death Mountain Return Cave (East)',
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'Spectacle Rock Cave Peak',
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'Tower of Hera',
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'Death Mountain Return Cave (West)',
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'Paradox Cave (Top)',
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'Fairy Ascension Cave (Top)',
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'Spiral Cave',
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'Paradox Cave (Bottom)',
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'Paradox Cave (Middle)',
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'Hookshot Fairy',
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'Spiral Cave (Bottom)',
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'Mimic Cave',
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'Fairy Ascension Cave (Bottom)',
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'Desert Palace Entrance (West)',
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'Desert Palace Entrance (North)',
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'Desert Palace Entrance (South)']
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Eastern_DW_entrances = ['Palace of Darkness',
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'Palace of Darkness Hint',
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'Dark Lake Hylia Fairy',
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'East Dark World Hint']
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Northern_DW_entrances = ['Brewery',
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'C-Shaped House',
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'Chest Game',
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'Dark World Hammer Peg Cave',
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'Dark Sanctuary Hint',
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'Fortune Teller (Dark)',
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'Dark World Lumberjack Shop',
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'Thieves Town',
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'Skull Woods First Section Door',
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'Skull Woods Second Section Door (East)']
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Southern_DW_entrances = ['Hype Cave',
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'Bonk Fairy (Dark)',
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'Archery Game',
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'Big Bomb Shop',
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'Dark Lake Hylia Shop',
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'Swamp Palace']
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Isolated_DW_entrances = ['Spike Cave',
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'Cave Shop (Dark Death Mountain)',
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'Dark Death Mountain Fairy',
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'Skull Woods Second Section Door (West)',
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'Skull Woods Final Section',
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'Turtle Rock',
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'Dark Death Mountain Ledge (West)',
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'Dark Death Mountain Ledge (East)',
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'Bumper Cave (Top)',
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'Superbunny Cave (Top)',
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'Superbunny Cave (Bottom)',
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'Hookshot Cave',
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'Turtle Rock Isolated Ledge Entrance',
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'Hookshot Cave Back Entrance',
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'Agahnims Tower']
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LW_walkable_entrances = ['Dark Lake Hylia Ledge Fairy',
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'Dark Lake Hylia Ledge Spike Cave',
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'Dark Lake Hylia Ledge Hint',
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'Mire Shed',
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'Dark Desert Hint',
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'Dark Desert Fairy',
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'Misery Mire',
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'Red Shield Shop']
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LW_bush_entrances = ['Bush Covered House',
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'Light World Bomb Hut',
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'Graveyard Cave']
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LW_inaccessible_entrances = ['Desert Palace Entrance (East)',
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'Spectacle Rock Cave',
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'Spectacle Rock Cave (Bottom)']
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if len(world.get_region('Big Bomb Shop', player).entrances) > 0:
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bombshop_entrance = world.get_region('Big Bomb Shop', player).entrances[0]
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Normal_LW_entrances = ['Blinds Hideout',
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'Bonk Fairy (Light)',
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'Lake Hylia Fairy',
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'Light Hype Fairy',
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'Desert Fairy',
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'Chicken House',
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'Aginahs Cave',
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'Sahasrahlas Hut',
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'Cave Shop (Lake Hylia)',
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'Blacksmiths Hut',
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'Sick Kids House',
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'Lost Woods Gamble',
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'Fortune Teller (Light)',
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'Snitch Lady (East)',
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'Snitch Lady (West)',
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'Tavern (Front)',
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'Kakariko Shop',
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'Mini Moldorm Cave',
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'Long Fairy Cave',
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'Good Bee Cave',
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'20 Rupee Cave',
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'50 Rupee Cave',
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'Ice Rod Cave',
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'Bonk Rock Cave',
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'Library',
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'Potion Shop',
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'Dam',
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'Lumberjack House',
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'Lake Hylia Fortune Teller',
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'Eastern Palace',
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'Kakariko Gamble Game',
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'Kakariko Well Cave',
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'Bat Cave Cave',
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'Elder House (East)',
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'Elder House (West)',
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'North Fairy Cave',
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'Lost Woods Hideout Stump',
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'Lumberjack Tree Cave',
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'Two Brothers House (East)',
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'Sanctuary',
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'Hyrule Castle Entrance (South)',
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'Hyrule Castle Secret Entrance Stairs',
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'Hyrule Castle Entrance (West)',
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'Hyrule Castle Entrance (East)',
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'Ganons Tower',
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'Cave 45',
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'Checkerboard Cave',
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'Links House']
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Isolated_LW_entrances = ['Old Man Cave (East)',
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'Old Man House (Bottom)',
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'Old Man House (Top)',
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'Death Mountain Return Cave (East)',
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'Spectacle Rock Cave Peak',
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'Tower of Hera',
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'Death Mountain Return Cave (West)',
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'Paradox Cave (Top)',
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'Fairy Ascension Cave (Top)',
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'Spiral Cave',
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'Paradox Cave (Bottom)',
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'Paradox Cave (Middle)',
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'Hookshot Fairy',
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'Spiral Cave (Bottom)',
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'Mimic Cave',
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'Fairy Ascension Cave (Bottom)',
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'Desert Palace Entrance (West)',
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'Desert Palace Entrance (North)',
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'Desert Palace Entrance (South)']
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Eastern_DW_entrances = ['Palace of Darkness',
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'Palace of Darkness Hint',
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'Dark Lake Hylia Fairy',
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'East Dark World Hint']
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Northern_DW_entrances = ['Brewery',
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'C-Shaped House',
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'Chest Game',
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'Dark World Hammer Peg Cave',
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'Dark Sanctuary Hint',
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'Fortune Teller (Dark)',
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'Dark World Lumberjack Shop',
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'Thieves Town',
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'Skull Woods First Section Door',
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'Skull Woods Second Section Door (East)']
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Southern_DW_entrances = ['Hype Cave',
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'Bonk Fairy (Dark)',
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'Archery Game',
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'Big Bomb Shop',
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'Dark Lake Hylia Shop',
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'Swamp Palace']
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Isolated_DW_entrances = ['Spike Cave',
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'Cave Shop (Dark Death Mountain)',
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'Dark Death Mountain Fairy',
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'Skull Woods Second Section Door (West)',
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'Skull Woods Final Section',
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'Turtle Rock',
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'Dark Death Mountain Ledge (West)',
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'Dark Death Mountain Ledge (East)',
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'Bumper Cave (Top)',
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'Superbunny Cave (Top)',
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'Superbunny Cave (Bottom)',
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'Hookshot Cave',
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'Turtle Rock Isolated Ledge Entrance',
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'Hookshot Cave Back Entrance',
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'Agahnims Tower']
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LW_walkable_entrances = ['Dark Lake Hylia Ledge Fairy',
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'Dark Lake Hylia Ledge Spike Cave',
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'Dark Lake Hylia Ledge Hint',
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'Mire Shed',
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'Dark Desert Hint',
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'Dark Desert Fairy',
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'Misery Mire',
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'Red Shield Shop']
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LW_bush_entrances = ['Bush Covered House',
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'Light World Bomb Hut',
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'Graveyard Cave']
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LW_inaccessible_entrances = ['Desert Palace Entrance (East)',
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'Spectacle Rock Cave',
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'Spectacle Rock Cave (Bottom)']
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set_rule(world.get_entrance('Pyramid Fairy', player),
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lambda state: state.can_reach('Pyramid Area', 'Region', player) and state.can_reach('Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player))
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set_rule(world.get_entrance('Pyramid Fairy', player),
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lambda state: state.can_reach('Pyramid Area', 'Region', player) and state.can_reach('Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player))
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# Key for below abbreviations:
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# P = pearl
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# A = Aga1
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# H = hammer
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# M = Mirror
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# G = Glove
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if bombshop_entrance.name in Eastern_DW_entrances:
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# Just walk to the pyramid
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pass
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elif bombshop_entrance.name in Normal_LW_entrances:
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# Just walk to the castle and mirror.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player))
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elif bombshop_entrance.name in Isolated_LW_entrances:
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# For these entrances, you cannot walk to the castle/pyramid and thus must use Mirror and then Flute.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and state.has_Mirror(player))
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elif bombshop_entrance.name in Northern_DW_entrances:
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# You can just fly with the Flute, you can take a long walk with Mitts and Hammer,
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# or you can leave a Mirror portal nearby and then walk to the castle to Mirror again.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player)))
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elif bombshop_entrance.name in Southern_DW_entrances:
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# This is the same as north DW without the Mitts rock present.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Hammer', player) or state.can_flute(player) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player)))
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elif bombshop_entrance.name in Isolated_DW_entrances:
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# There's just no way to escape these places with the bomb and no Flute.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player))
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elif bombshop_entrance.name in LW_walkable_entrances:
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# You can fly with the flute, or leave a mirror portal and walk through the light world
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player)))
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elif bombshop_entrance.name in LW_bush_entrances:
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# These entrances are behind bushes in LW so you need either Pearl or the tools to solve NDW bomb shop locations.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and (state.can_flute(player) or state.has_Pearl(player) or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player))))
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elif bombshop_entrance.name == 'Dark World Shop':
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# This is mostly the same as NDW but the Mirror path requires the Pearl, or using the Hammer
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player) and (state.has_Pearl(player) or state.has('Hammer', player))))
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elif bombshop_entrance.name == 'Bumper Cave (Bottom)':
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# This is mostly the same as NDW but the Mirror path requires being able to lift a rock.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_lift_rocks(player) and state.can_reach('Hyrule Castle Area', 'Region', player)))
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elif bombshop_entrance.name == 'Old Man Cave (West)':
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# The three paths back are Mirror and DW walk, Mirror and Flute, or LW walk and then Mirror.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and ((state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.can_lift_rocks(player) and state.has_Pearl(player)) or state.can_flute(player)))
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elif bombshop_entrance.name == 'Dark World Potion Shop':
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# You either need to Flute to 5 or cross the rock/hammer choice pass to the south.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or state.has('Hammer', player) or state.can_lift_rocks(player))
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elif bombshop_entrance.name == 'Kings Grave':
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# Either lift the rock and walk to the castle to Mirror or Mirror immediately and Flute.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.has_Pearl(player) and state.can_lift_heavy_rocks(player))) and state.has_Mirror(player))
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elif bombshop_entrance.name == 'Two Brothers House (West)':
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# First you must Mirror. Then you can either Flute, cross the peg bridge, or use the Agah 1 portal to Mirror again.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or state.has('Hammer', player) or state.has('Beat Agahnim 1', player)) and state.has_Mirror(player))
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elif bombshop_entrance.name == 'Waterfall of Wishing':
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# You absolutely must be able to swim to return it from here.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player) and state.has_Mirror(player))
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elif bombshop_entrance.name == 'Ice Palace':
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# You can swim to the dock or use the Flute to get off the island.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Flippers', player) or state.can_flute(player))
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elif bombshop_entrance.name == 'Capacity Upgrade':
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# You must Mirror but then can use either Ice Palace return path.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.has('Flippers', player) or state.can_flute(player)) and state.has_Mirror(player))
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elif bombshop_entrance.name == 'Two Brothers House (West)':
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# First you must Mirror. Then you can either Flute, cross the peg bridge, or use the Agah 1 portal to Mirror again.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or state.has('Hammer', player) or state.has('Beat Agahnim 1', player)) and state.has_Mirror(player))
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elif bombshop_entrance.name in LW_inaccessible_entrances:
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# You can't get to the pyramid from these entrances without bomb duping.
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raise Exception('No valid path to open Pyramid Fairy. (Could not route from %s)' % bombshop_entrance.name)
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elif bombshop_entrance.name == 'Pyramid Fairy':
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# Self locking. The shuffles don't put the bomb shop here, but doesn't lock anything important.
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set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False)
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else:
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raise Exception('No logic found for routing from %s to the pyramid.' % bombshop_entrance.name)
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if world.owShuffle[player] != 'vanilla' or world.owMixed[player] or world.owCrossed[player] != 'none':
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False) #temp disable progression until routing to Pyramid get be guaranteed
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# Key for below abbreviations:
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# P = pearl
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# A = Aga1
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# H = hammer
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# M = Mirror
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# G = Glove
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if bombshop_entrance.name in Eastern_DW_entrances:
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# Just walk to the pyramid
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pass
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elif bombshop_entrance.name in Normal_LW_entrances:
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# Just walk to the castle and mirror.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player))
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elif bombshop_entrance.name in Isolated_LW_entrances:
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# For these entrances, you cannot walk to the castle/pyramid and thus must use Mirror and then Flute.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and state.has_Mirror(player))
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elif bombshop_entrance.name in Northern_DW_entrances:
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# You can just fly with the Flute, you can take a long walk with Mitts and Hammer,
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# or you can leave a Mirror portal nearby and then walk to the castle to Mirror again.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player)))
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elif bombshop_entrance.name in Southern_DW_entrances:
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# This is the same as north DW without the Mitts rock present.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Hammer', player) or state.can_flute(player) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player)))
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elif bombshop_entrance.name in Isolated_DW_entrances:
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# There's just no way to escape these places with the bomb and no Flute.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player))
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elif bombshop_entrance.name in LW_walkable_entrances:
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# You can fly with the flute, or leave a mirror portal and walk through the light world
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player)))
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elif bombshop_entrance.name in LW_bush_entrances:
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# These entrances are behind bushes in LW so you need either Pearl or the tools to solve NDW bomb shop locations.
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and (state.can_flute(player) or state.has_Pearl(player) or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player))))
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elif bombshop_entrance.name == 'Dark World Shop':
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# This is mostly the same as NDW but the Mirror path requires the Pearl, or using the Hammer
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player) and (state.has_Pearl(player) or state.has('Hammer', player))))
|
||||
elif bombshop_entrance.name == 'Bumper Cave (Bottom)':
|
||||
# This is mostly the same as NDW but the Mirror path requires being able to lift a rock.
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_lift_rocks(player) and state.can_reach('Hyrule Castle Area', 'Region', player)))
|
||||
elif bombshop_entrance.name == 'Old Man Cave (West)':
|
||||
# The three paths back are Mirror and DW walk, Mirror and Flute, or LW walk and then Mirror.
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and ((state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.can_lift_rocks(player) and state.has_Pearl(player)) or state.can_flute(player)))
|
||||
elif bombshop_entrance.name == 'Dark World Potion Shop':
|
||||
# You either need to Flute to 5 or cross the rock/hammer choice pass to the south.
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or state.has('Hammer', player) or state.can_lift_rocks(player))
|
||||
elif bombshop_entrance.name == 'Kings Grave':
|
||||
# Either lift the rock and walk to the castle to Mirror or Mirror immediately and Flute.
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.has_Pearl(player) and state.can_lift_heavy_rocks(player))) and state.has_Mirror(player))
|
||||
elif bombshop_entrance.name == 'Two Brothers House (West)':
|
||||
# First you must Mirror. Then you can either Flute, cross the peg bridge, or use the Agah 1 portal to Mirror again.
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or state.has('Hammer', player) or state.has('Beat Agahnim 1', player)) and state.has_Mirror(player))
|
||||
elif bombshop_entrance.name == 'Waterfall of Wishing':
|
||||
# You absolutely must be able to swim to return it from here.
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player) and state.has_Mirror(player))
|
||||
elif bombshop_entrance.name == 'Ice Palace':
|
||||
# You can swim to the dock or use the Flute to get off the island.
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Flippers', player) or state.can_flute(player))
|
||||
elif bombshop_entrance.name == 'Capacity Upgrade':
|
||||
# You must Mirror but then can use either Ice Palace return path.
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.has('Flippers', player) or state.can_flute(player)) and state.has_Mirror(player))
|
||||
elif bombshop_entrance.name == 'Two Brothers House (West)':
|
||||
# First you must Mirror. Then you can either Flute, cross the peg bridge, or use the Agah 1 portal to Mirror again.
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or state.has('Hammer', player) or state.has('Beat Agahnim 1', player)) and state.has_Mirror(player))
|
||||
elif bombshop_entrance.name in LW_inaccessible_entrances:
|
||||
# You can't get to the pyramid from these entrances without bomb duping.
|
||||
raise Exception('No valid path to open Pyramid Fairy. (Could not route from %s)' % bombshop_entrance.name)
|
||||
elif bombshop_entrance.name == 'Pyramid Fairy':
|
||||
# Self locking. The shuffles don't put the bomb shop here, but doesn't lock anything important.
|
||||
set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False)
|
||||
else:
|
||||
raise Exception('No logic found for routing from %s to the pyramid.' % bombshop_entrance.name)
|
||||
|
||||
if world.owShuffle[player] != 'vanilla' or world.owMixed[player] or world.owCrossed[player] != 'none':
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False) #temp disable progression until routing to Pyramid get be guaranteed
|
||||
|
||||
|
||||
def set_bunny_rules(world, player, inverted):
|
||||
|
||||
Reference in New Issue
Block a user