fix(key logic): typo

fix(bunny logic): multiple paths considered
This commit is contained in:
aerinon
2023-11-13 15:43:27 -07:00
parent fd99620ac9
commit 71eadd051c
4 changed files with 100 additions and 85 deletions

View File

@@ -1800,7 +1800,7 @@ def imp_locations_factory(world, player):
imp_locations = ['Agahnim 1', 'Agahnim 2', 'Attic Cracked Floor', 'Suspicious Maiden'] imp_locations = ['Agahnim 1', 'Agahnim 2', 'Attic Cracked Floor', 'Suspicious Maiden']
if world.mode[player] == 'standard': if world.mode[player] == 'standard':
imp_locations.append('Zelda Pickup') imp_locations.append('Zelda Pickup')
imp_locations.append('Zelda Dropoff') imp_locations.append('Zelda Drop Off')
return imp_locations return imp_locations

View File

@@ -34,7 +34,7 @@ from source.overworld.EntranceShuffle2 import link_entrances_new
from source.tools.BPS import create_bps_from_data from source.tools.BPS import create_bps_from_data
from source.classes.CustomSettings import CustomSettings from source.classes.CustomSettings import CustomSettings
version_number = '1.2.0.21' version_number = '1.2.0.22'
version_branch = '-u' version_branch = '-u'
__version__ = f'{version_number}{version_branch}' __version__ = f'{version_number}{version_branch}'

View File

@@ -109,6 +109,10 @@ These are now independent of retro mode and have three options: None, Random, an
# Bug Fixes and Notes # Bug Fixes and Notes
* * 1.2.0.22u
* Fixed logic issues:
* Self-locking key not allowed in Sanctuary in standard (typo fixed)
* More advanced bunny-walking logic in dungeons (multiple paths considred)
* 1.2.0.21u * 1.2.0.21u
* Fix that should force items needed for leaving Zelda's cell to before the throne room, so S&Q isn't mandatory * Fix that should force items needed for leaving Zelda's cell to before the throne room, so S&Q isn't mandatory
* Small fix for Tavern Shuffle (thanks Catobat) * Small fix for Tavern Shuffle (thanks Catobat)

177
Rules.py
View File

@@ -101,16 +101,20 @@ def mirrorless_path_to_castle_courtyard(world, player):
else: else:
queue.append((entrance.connected_region, new_path)) queue.append((entrance.connected_region, new_path))
def set_rule(spot, rule): def set_rule(spot, rule):
spot.access_rule = rule spot.access_rule = rule
def set_defeat_dungeon_boss_rule(location): def set_defeat_dungeon_boss_rule(location):
# Lambda required to defer evaluation of dungeon.boss since it will change later if boos shuffle is used # Lambda required to defer evaluation of dungeon.boss since it will change later if boos shuffle is used
set_rule(location, lambda state: location.parent_region.dungeon.boss.can_defeat(state)) set_rule(location, lambda state: location.parent_region.dungeon.boss.can_defeat(state))
def set_always_allow(spot, rule): def set_always_allow(spot, rule):
spot.always_allow = rule spot.always_allow = rule
def add_rule(spot, rule, combine='and'): def add_rule(spot, rule, combine='and'):
old_rule = spot.access_rule old_rule = spot.access_rule
if combine == 'or': if combine == 'or':
@@ -140,22 +144,26 @@ def forbid_item(location, item, player):
old_rule = location.item_rule old_rule = location.item_rule
location.item_rule = lambda i: (i.name != item or i.player != player) and old_rule(i) location.item_rule = lambda i: (i.name != item or i.player != player) and old_rule(i)
def add_item_rule(location, rule): def add_item_rule(location, rule):
old_rule = location.item_rule old_rule = location.item_rule
location.item_rule = lambda item: rule(item) and old_rule(item) location.item_rule = lambda item: rule(item) and old_rule(item)
def item_in_locations(state, item, player, locations): def item_in_locations(state, item, player, locations):
for location in locations: for location in locations:
if item_name(state, location[0], location[1]) == (item, player): if item_name(state, location[0], location[1]) == (item, player):
return True return True
return False return False
def item_name(state, location, player): def item_name(state, location, player):
location = state.world.get_location(location, player) location = state.world.get_location(location, player)
if location.item is None: if location.item is None:
return None return None
return (location.item.name, location.item.player) return (location.item.name, location.item.player)
def global_rules(world, player): def global_rules(world, player):
# ganon can only carry triforce # ganon can only carry triforce
add_item_rule(world.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player) add_item_rule(world.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player)
@@ -187,7 +195,7 @@ def global_rules(world, player):
set_rule(world.get_location('Ether Tablet', player), lambda state: state.has('Book of Mudora', player) and state.has_beam_sword(player)) set_rule(world.get_location('Ether Tablet', player), lambda state: state.has('Book of Mudora', player) and state.has_beam_sword(player))
set_rule(world.get_location('Bombos Tablet', player), lambda state: state.has('Book of Mudora', player) and state.has_beam_sword(player)) set_rule(world.get_location('Bombos Tablet', player), lambda state: state.has('Book of Mudora', player) and state.has_beam_sword(player))
set_rule(world.get_location('Missing Smith', player), lambda state: state.has('Get Frog', player) and state.can_reach('Blacksmiths Hut', 'Region', player)) # Can't S&Q with smith set_rule(world.get_location('Missing Smith', player), lambda state: state.has('Get Frog', player) and state.can_reach('Blacksmiths Hut', 'Region', player)) # Can't S&Q with smith
set_rule(world.get_location('Dark Blacksmith Ruins', player), lambda state: state.has('Return Smith', player)) set_rule(world.get_location('Dark Blacksmith Ruins', player), lambda state: state.has('Return Smith', player))
set_rule(world.get_location('Purple Chest', player), lambda state: state.has('Pick Up Purple Chest', player)) # Can S&Q with chest set_rule(world.get_location('Purple Chest', player), lambda state: state.has('Pick Up Purple Chest', player)) # Can S&Q with chest
@@ -625,7 +633,7 @@ def global_rules(world, player):
set_rule(world.get_entrance('Swamp Barrier - Orange', player), lambda state: state.can_reach_orange(world.get_region('Swamp Barrier', player), player)) set_rule(world.get_entrance('Swamp Barrier - Orange', player), lambda state: state.can_reach_orange(world.get_region('Swamp Barrier', player), player))
set_rule(world.get_entrance('Swamp Crystal Switch Inner to Crystal', player), lambda state: state.can_hit_crystal(player)) set_rule(world.get_entrance('Swamp Crystal Switch Inner to Crystal', player), lambda state: state.can_hit_crystal(player))
set_rule(world.get_entrance('Swamp Crystal Switch Outer to Ranged Crystal', player), lambda state: state.can_hit_crystal_through_barrier(player) or state.has_beam_sword(player) or (state.has('Hookshot', player) and state.can_reach_blue(world.get_region('Swamp Crystal Switch Outer', player), player))) # It is the length of the sword, not the beam itself that allows this set_rule(world.get_entrance('Swamp Crystal Switch Outer to Ranged Crystal', player), lambda state: state.can_hit_crystal_through_barrier(player) or state.has_beam_sword(player) or (state.has('Hookshot', player) and state.can_reach_blue(world.get_region('Swamp Crystal Switch Outer', player), player))) # It is the length of the sword, not the beam itself that allows this
set_rule(world.get_entrance('Swamp Crystal Switch Outer to Inner Bypass', player), lambda state: state.world.can_take_damage or state.has('Cape', player) or state.has('Cane of Byrna', player)) set_rule(world.get_entrance('Swamp Crystal Switch Outer to Inner Bypass', player), lambda state: state.world.can_take_damage or state.has('Cape', player) or state.has('Cane of Byrna', player))
set_rule(world.get_entrance('Swamp Crystal Switch Inner to Outer Bypass', player), lambda state: state.world.can_take_damage or state.has('Cape', player) or state.has('Cane of Byrna', player)) set_rule(world.get_entrance('Swamp Crystal Switch Inner to Outer Bypass', player), lambda state: state.world.can_take_damage or state.has('Cape', player) or state.has('Cane of Byrna', player))
@@ -668,8 +676,8 @@ def global_rules(world, player):
set_rule(world.get_entrance('Mire Crystal Left Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Crystal Left', player), player)) set_rule(world.get_entrance('Mire Crystal Left Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Crystal Left', player), player))
set_rule(world.get_entrance('Mire Conveyor to Crystal', player), lambda state: state.can_hit_crystal(player)) set_rule(world.get_entrance('Mire Conveyor to Crystal', player), lambda state: state.can_hit_crystal(player))
set_rule(world.get_entrance('Mire Tall Dark and Roomy to Ranged Crystal', player), lambda state: True) # Can always throw pots set_rule(world.get_entrance('Mire Tall Dark and Roomy to Ranged Crystal', player), lambda state: True) # Can always throw pots
set_rule(world.get_entrance('Mire Fishbone Blue Barrier Bypass', player), lambda state: False) # (state.world.can_take_damage or state.has('Cape', player) or state.has('Cane of Byrna', player)) and state.can_tastate.can_use_bombs(player) // Easy to do but obscure. Should it be in logic? set_rule(world.get_entrance('Mire Fishbone Blue Barrier Bypass', player), lambda state: False) # (state.world.can_take_damage or state.has('Cape', player) or state.has('Cane of Byrna', player)) and state.can_tastate.can_use_bombs(player) // Easy to do but obscure. Should it be in logic?
set_rule(world.get_location('Turtle Rock - Chain Chomps', player), lambda state: state.can_reach('TR Chain Chomps Top', 'Region', player) and state.can_hit_crystal_through_barrier(player)) set_rule(world.get_location('Turtle Rock - Chain Chomps', player), lambda state: state.can_reach('TR Chain Chomps Top', 'Region', player) and state.can_hit_crystal_through_barrier(player))
set_rule(world.get_entrance('TR Chain Chomps Top to Bottom Barrier - Orange', player), lambda state: state.can_reach_orange(world.get_region('TR Chain Chomps Top', player), player)) set_rule(world.get_entrance('TR Chain Chomps Top to Bottom Barrier - Orange', player), lambda state: state.can_reach_orange(world.get_region('TR Chain Chomps Top', player), player))
@@ -691,14 +699,14 @@ def global_rules(world, player):
set_rule(world.get_entrance('TR Pokey 2 Top to Crystal', player), lambda state: state.can_hit_crystal(player)) set_rule(world.get_entrance('TR Pokey 2 Top to Crystal', player), lambda state: state.can_hit_crystal(player))
set_rule(world.get_entrance('TR Crystaroller Top to Crystal', player), lambda state: state.can_hit_crystal(player)) set_rule(world.get_entrance('TR Crystaroller Top to Crystal', player), lambda state: state.can_hit_crystal(player))
set_rule(world.get_entrance('TR Crystal Maze Start to Crystal', player), lambda state: state.can_hit_crystal(player)) set_rule(world.get_entrance('TR Crystal Maze Start to Crystal', player), lambda state: state.can_hit_crystal(player))
set_rule(world.get_entrance('TR Chain Chomps Bottom to Ranged Crystal', player), lambda state: state.can_hit_crystal_through_barrier(player) or (state.has('Hookshot', player) and state.can_reach_orange(world.get_region('TR Chain Chomps Bottom', player), player))) # or state.has_beam_sword(player) set_rule(world.get_entrance('TR Chain Chomps Bottom to Ranged Crystal', player), lambda state: state.can_hit_crystal_through_barrier(player) or (state.has('Hookshot', player) and state.can_reach_orange(world.get_region('TR Chain Chomps Bottom', player), player))) # or state.has_beam_sword(player)
set_rule(world.get_entrance('TR Pokey 2 Bottom to Ranged Crystal', player), lambda state: state.can_hit_crystal_through_barrier(player) or (state.has('Hookshot', player) and state.can_reach_blue(world.get_region('TR Pokey 2 Bottom', player), player))) # or state.has_beam_sword(player) set_rule(world.get_entrance('TR Pokey 2 Bottom to Ranged Crystal', player), lambda state: state.can_hit_crystal_through_barrier(player) or (state.has('Hookshot', player) and state.can_reach_blue(world.get_region('TR Pokey 2 Bottom', player), player))) # or state.has_beam_sword(player)
set_rule(world.get_entrance('TR Crystaroller Bottom to Ranged Crystal', player), lambda state: state.can_shoot_arrows(player) or state.has('Fire Rod', player) or state.has('Ice Rod', player) or state.has('Cane of Somaria', player) or (state.has('Hookshot', player) and state.can_reach_orange(world.get_region('TR Crystaroller Bottom', player), player))) # or state.has_beam_sword(player) set_rule(world.get_entrance('TR Crystaroller Bottom to Ranged Crystal', player), lambda state: state.can_shoot_arrows(player) or state.has('Fire Rod', player) or state.has('Ice Rod', player) or state.has('Cane of Somaria', player) or (state.has('Hookshot', player) and state.can_reach_orange(world.get_region('TR Crystaroller Bottom', player), player))) # or state.has_beam_sword(player)
set_rule(world.get_entrance('TR Crystaroller Middle to Ranged Crystal', player), lambda state: state.can_hit_crystal_through_barrier(player) or (state.has('Hookshot', player) and state.can_reach_orange(world.get_region('TR Crystaroller Middle', player), player))) # or state.has_beam_sword(player) set_rule(world.get_entrance('TR Crystaroller Middle to Ranged Crystal', player), lambda state: state.can_hit_crystal_through_barrier(player) or (state.has('Hookshot', player) and state.can_reach_orange(world.get_region('TR Crystaroller Middle', player), player))) # or state.has_beam_sword(player)
set_rule(world.get_entrance('TR Crystaroller Middle to Bottom Bypass', player), lambda state: state.can_use_bombs(player) or state.has('Blue Boomerang', player)) set_rule(world.get_entrance('TR Crystaroller Middle to Bottom Bypass', player), lambda state: state.can_use_bombs(player) or state.has('Blue Boomerang', player))
set_rule(world.get_entrance('TR Crystal Maze End to Ranged Crystal', player), lambda state: state.has('Cane of Somaria', player)) # or state.has('Blue Boomerang', player) or state.has('Red Boomerang', player) // These work by clipping the rang through the two stone blocks, which works sometimes. set_rule(world.get_entrance('TR Crystal Maze End to Ranged Crystal', player), lambda state: state.has('Cane of Somaria', player)) # or state.has('Blue Boomerang', player) or state.has('Red Boomerang', player) // These work by clipping the rang through the two stone blocks, which works sometimes.
set_rule(world.get_entrance('TR Crystal Maze Interior to End Bypass', player), lambda state: state.can_use_bombs(player) or state.can_shoot_arrows(player) or state.has('Red Boomerang', player) or state.has('Blue Boomerang', player) or state.has('Fire Rod', player) or state.has('Ice Rod', player) or state.has('Cane of Somaria', player)) # Beam sword does NOT work set_rule(world.get_entrance('TR Crystal Maze Interior to End Bypass', player), lambda state: state.can_use_bombs(player) or state.can_shoot_arrows(player) or state.has('Red Boomerang', player) or state.has('Blue Boomerang', player) or state.has('Fire Rod', player) or state.has('Ice Rod', player) or state.has('Cane of Somaria', player)) # Beam sword does NOT work
set_rule(world.get_entrance('TR Crystal Maze Interior to Start Bypass', player), lambda state: True) # Can always grab a pot from the interior and walk it to the start region and throw it there set_rule(world.get_entrance('TR Crystal Maze Interior to Start Bypass', player), lambda state: True) # Can always grab a pot from the interior and walk it to the start region and throw it there
set_rule(world.get_entrance('GT Hookshot Platform Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('GT Hookshot South Platform', player), player)) set_rule(world.get_entrance('GT Hookshot Platform Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('GT Hookshot South Platform', player), player))
set_rule(world.get_entrance('GT Hookshot Entry Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('GT Hookshot South Entry', player), player)) set_rule(world.get_entrance('GT Hookshot Entry Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('GT Hookshot South Entry', player), player))
@@ -811,7 +819,7 @@ def bomb_rules(world, player):
('TR Tongue Pull WS', True), ('TR Tongue Pull WS', True),
('TR Twin Pokeys NW', False), ('TR Twin Pokeys NW', False),
] ]
for killdoor,bombable in easy_kill_rooms: for killdoor, bombable in easy_kill_rooms:
if bombable: if bombable:
add_rule(world.get_entrance(killdoor, player), lambda state: (state.can_use_bombs(player) or state.can_kill_most_things(player))) add_rule(world.get_entrance(killdoor, player), lambda state: (state.can_use_bombs(player) or state.can_kill_most_things(player)))
else: else:
@@ -828,47 +836,47 @@ def bomb_rules(world, player):
if world.get_entrance('Mire Cross SW', player).door.trapped: if world.get_entrance('Mire Cross SW', player).door.trapped:
add_rule(world.get_entrance('Mire Cross SW', player), lambda state: state.can_kill_most_things(player)) add_rule(world.get_entrance('Mire Cross SW', player), lambda state: state.can_kill_most_things(player))
enemy_kill_drops = [ # Location, bool-bombable enemy_kill_drops = [ # Location, bool-bombable
('Hyrule Castle - Map Guard Key Drop', True), ('Hyrule Castle - Map Guard Key Drop', True),
('Hyrule Castle - Boomerang Guard Key Drop', True), ('Hyrule Castle - Boomerang Guard Key Drop', True),
('Hyrule Castle - Key Rat Key Drop', True), ('Hyrule Castle - Key Rat Key Drop', True),
# ('Hyrule Castle - Big Key Drop', True), # Pots are available # ('Hyrule Castle - Big Key Drop', True), # Pots are available
# ('Eastern Palace - Dark Eyegore Key Drop', True), # Pots are available # ('Eastern Palace - Dark Eyegore Key Drop', True), # Pots are available
('Castle Tower - Dark Archer Key Drop', True), ('Castle Tower - Dark Archer Key Drop', True),
# ('Castle Tower - Circle of Pots Key Drop', True), # Pots are available # ('Castle Tower - Circle of Pots Key Drop', True), # Pots are available
# ('Skull Woods - Spike Corner Key Drop', True), # Pots are available # ('Skull Woods - Spike Corner Key Drop', True), # Pots are available
('Ice Palace - Jelly Key Drop', True), ('Ice Palace - Jelly Key Drop', True),
('Ice Palace - Conveyor Key Drop', True), ('Ice Palace - Conveyor Key Drop', True),
('Misery Mire - Conveyor Crystal Key Drop', True), ('Misery Mire - Conveyor Crystal Key Drop', True),
('Turtle Rock - Pokey 1 Key Drop', True), ('Turtle Rock - Pokey 1 Key Drop', True),
('Turtle Rock - Pokey 2 Key Drop', True), ('Turtle Rock - Pokey 2 Key Drop', True),
# ('Ganons Tower - Mini Helmasaur Key Drop', True) # Pots are available # ('Ganons Tower - Mini Helmasaur Key Drop', True) # Pots are available
('Castle Tower - Room 03', True), # Two spring soliders ('Castle Tower - Room 03', True), # Two spring soliders
('Ice Palace - Compass Chest', True) # Pengators ('Ice Palace - Compass Chest', True) # Pengators
] ]
for location,bombable in enemy_kill_drops: for location, bombable in enemy_kill_drops:
if bombable: if bombable:
add_rule(world.get_location(location, player), lambda state: state.can_use_bombs(player) or state.can_kill_most_things(player)) add_rule(world.get_location(location, player), lambda state: state.can_use_bombs(player) or state.can_kill_most_things(player))
else: else:
add_rule(world.get_location(location, player), lambda state: state.can_kill_most_things(player)) add_rule(world.get_location(location, player), lambda state: state.can_kill_most_things(player))
add_rule(world.get_location('Attic Cracked Floor', player), lambda state: state.can_use_bombs(player)) add_rule(world.get_location('Attic Cracked Floor', player), lambda state: state.can_use_bombs(player))
bombable_floors = ['PoD Pit Room Bomb Hole', 'Ice Bomb Drop Hole', 'Ice Freezors Bomb Hole', 'GT Bob\'s Room Hole'] bombable_floors = ['PoD Pit Room Bomb Hole', 'Ice Bomb Drop Hole', 'Ice Freezors Bomb Hole', 'GT Bob\'s Room Hole']
for entrance in bombable_floors: for entrance in bombable_floors:
add_rule(world.get_entrance(entrance, player), lambda state: state.can_use_bombs(player)) add_rule(world.get_entrance(entrance, player), lambda state: state.can_use_bombs(player))
if world.doorShuffle[player] == 'vanilla': if world.doorShuffle[player] == 'vanilla':
add_rule(world.get_entrance('TR Lazy Eyes SE', player), lambda state: state.can_use_bombs(player)) # ToDo: Add always true for inverted, cross-entrance, and door-variants and so on. add_rule(world.get_entrance('TR Lazy Eyes SE', player), lambda state: state.can_use_bombs(player)) # ToDo: Add always true for inverted, cross-entrance, and door-variants and so on.
add_rule(world.get_entrance('Turtle Rock Ledge Exit (West)', player), lambda state: state.can_use_bombs(player)) # Is this the same as above? add_rule(world.get_entrance('Turtle Rock Ledge Exit (West)', player), lambda state: state.can_use_bombs(player)) # Is this the same as above?
dungeon_bonkable = ['Sewers Rat Path WS', 'Sewers Rat Path WN', dungeon_bonkable = ['Sewers Rat Path WS', 'Sewers Rat Path WN',
'PoD Warp Hint SE', 'PoD Jelly Hall NW', 'PoD Jelly Hall NE', 'PoD Mimics 1 SW', 'PoD Warp Hint SE', 'PoD Jelly Hall NW', 'PoD Jelly Hall NE', 'PoD Mimics 1 SW',
'Thieves Ambush E', 'Thieves Rail Ledge W', 'Thieves Ambush E', 'Thieves Rail Ledge W',
'TR Dash Room NW', 'TR Crystaroller SW', 'TR Dash Room ES', 'TR Dash Room NW', 'TR Crystaroller SW', 'TR Dash Room ES',
'GT Four Torches NW','GT Fairy Abyss SW' 'GT Four Torches NW', 'GT Fairy Abyss SW'
] ]
dungeon_bombable = ['PoD Map Balcony WS', 'PoD Arena Ledge ES', 'PoD Dark Maze E', 'PoD Big Chest Balcony W', dungeon_bombable = ['PoD Map Balcony WS', 'PoD Arena Ledge ES', 'PoD Dark Maze E', 'PoD Big Chest Balcony W',
'Swamp Pot Row WN','Swamp Map Ledge EN', 'Swamp Hammer Switch WN', 'Swamp Hub Dead Ledge EN', 'Swamp Waterway N', 'Swamp I S', 'Swamp Pot Row WN', 'Swamp Map Ledge EN', 'Swamp Hammer Switch WN', 'Swamp Hub Dead Ledge EN', 'Swamp Waterway N', 'Swamp I S',
'Skull Pot Circle WN', 'Skull Pull Switch EN', 'Skull Big Key EN', 'Skull Lone Pot WN', 'Skull Pot Circle WN', 'Skull Pull Switch EN', 'Skull Big Key EN', 'Skull Lone Pot WN',
'Thieves Rail Ledge NW', 'Thieves Pot Alcove Bottom SW', 'Thieves Rail Ledge NW', 'Thieves Pot Alcove Bottom SW',
'Ice Bomb Drop Hole', 'Ice Freezors Bomb Hole', 'Ice Bomb Drop Hole', 'Ice Freezors Bomb Hole',
@@ -876,9 +884,9 @@ def bomb_rules(world, player):
'GT Warp Maze (Rails) WS', 'GT Bob\'s Room Hole', 'GT Randomizer Room ES', 'GT Bomb Conveyor SW', 'GT Crystal Circles NW', 'GT Cannonball Bridge SE', 'GT Refill NE' 'GT Warp Maze (Rails) WS', 'GT Bob\'s Room Hole', 'GT Randomizer Room ES', 'GT Bomb Conveyor SW', 'GT Crystal Circles NW', 'GT Cannonball Bridge SE', 'GT Refill NE'
] ]
for entrance in dungeon_bonkable: for entrance in dungeon_bonkable:
add_rule(world.get_entrance(entrance, player), lambda state: state.can_use_bombs(player) or state.has_Boots(player)) add_rule(world.get_entrance(entrance, player), lambda state: state.can_use_bombs(player) or state.has_Boots(player))
for entrance in dungeon_bombable: for entrance in dungeon_bombable:
add_rule(world.get_entrance(entrance, player), lambda state: state.can_use_bombs(player)) add_rule(world.get_entrance(entrance, player), lambda state: state.can_use_bombs(player))
else: else:
doors_to_bomb_check = [x for x in world.doors if x.player == player and x.type in [DoorType.Normal, DoorType.Interior]] doors_to_bomb_check = [x for x in world.doors if x.player == player and x.type in [DoorType.Normal, DoorType.Interior]]
for door in doors_to_bomb_check: for door in doors_to_bomb_check:
@@ -984,13 +992,13 @@ def ow_bunny_rules(world, player):
add_bunny_rule(world.get_entrance('20 Rupee Cave', player), player) add_bunny_rule(world.get_entrance('20 Rupee Cave', player), player)
add_bunny_rule(world.get_entrance('50 Rupee Cave', player), player) add_bunny_rule(world.get_entrance('50 Rupee Cave', player), player)
add_bunny_rule(world.get_entrance('Skull Woods First Section Hole (North)', player), player) # bunny cannot lift bush add_bunny_rule(world.get_entrance('Skull Woods First Section Hole (North)', player), player) # bunny cannot lift bush
add_bunny_rule(world.get_entrance('Skull Woods Second Section Hole', player), player) # bunny cannot lift bush add_bunny_rule(world.get_entrance('Skull Woods Second Section Hole', player), player) # bunny cannot lift bush
add_bunny_rule(world.get_entrance('Skull Woods Final Section', player), player) # bunny cannot use fire rod add_bunny_rule(world.get_entrance('Skull Woods Final Section', player), player) # bunny cannot use fire rod
add_bunny_rule(world.get_entrance('Hookshot Cave', player), player) add_bunny_rule(world.get_entrance('Hookshot Cave', player), player)
add_bunny_rule(world.get_entrance('Thieves Town', player), player) # bunny cannot pull add_bunny_rule(world.get_entrance('Thieves Town', player), player) # bunny cannot pull
add_bunny_rule(world.get_entrance('Turtle Rock', player), player) add_bunny_rule(world.get_entrance('Turtle Rock', player), player)
add_bunny_rule(world.get_entrance('Palace of Darkness', player), player) # kiki needs pearl add_bunny_rule(world.get_entrance('Palace of Darkness', player), player) # kiki needs pearl
add_bunny_rule(world.get_entrance('Hammer Peg Cave', player), player) add_bunny_rule(world.get_entrance('Hammer Peg Cave', player), player)
add_bunny_rule(world.get_entrance('Bonk Fairy (Dark)', player), player) add_bunny_rule(world.get_entrance('Bonk Fairy (Dark)', player), player)
add_bunny_rule(world.get_entrance('Misery Mire', player), player) add_bunny_rule(world.get_entrance('Misery Mire', player), player)
@@ -1109,17 +1117,20 @@ def forbid_bomb_jump_requirements(world, player):
set_rule(world.get_entrance('Paradox Cave Bomb Jump', player), lambda state: False) set_rule(world.get_entrance('Paradox Cave Bomb Jump', player), lambda state: False)
set_rule(world.get_entrance('Ice Island To East Pier', player), lambda state: False) set_rule(world.get_entrance('Ice Island To East Pier', player), lambda state: False)
# Light cones in standard depend on which world we actually are in, not which one the location would normally be # Light cones in standard depend on which world we actually are in, not which one the location would normally be
# We add Lamp requirements only to those locations which lie in the dark world (or everything if open # We add Lamp requirements only to those locations which lie in the dark world (or everything if open
DW_Entrances = ['Bumper Cave (Bottom)', 'Superbunny Cave (Top)', 'Superbunny Cave (Bottom)', 'Hookshot Cave', 'Bumper Cave (Top)', 'Hookshot Cave Back Entrance', 'Dark Death Mountain Ledge (East)', DW_Entrances = ['Bumper Cave (Bottom)', 'Superbunny Cave (Top)', 'Superbunny Cave (Bottom)', 'Hookshot Cave', 'Bumper Cave (Top)', 'Hookshot Cave Back Entrance', 'Dark Death Mountain Ledge (East)',
'Turtle Rock Isolated Ledge Entrance', 'Thieves Town', 'Skull Woods Final Section', 'Ice Palace', 'Misery Mire', 'Palace of Darkness', 'Swamp Palace', 'Turtle Rock', 'Dark Death Mountain Ledge (West)'] 'Turtle Rock Isolated Ledge Entrance', 'Thieves Town', 'Skull Woods Final Section', 'Ice Palace', 'Misery Mire', 'Palace of Darkness', 'Swamp Palace', 'Turtle Rock', 'Dark Death Mountain Ledge (West)']
def check_is_dark_world(region): def check_is_dark_world(region):
for entrance in region.entrances: for entrance in region.entrances:
if entrance.name in DW_Entrances: if entrance.name in DW_Entrances:
return True return True
return False return False
def add_conditional_lamps(world, player): def add_conditional_lamps(world, player):
def add_conditional_lamp(spot, region, spottype='Location'): def add_conditional_lamp(spot, region, spottype='Location'):
if spottype == 'Location': if spottype == 'Location':
@@ -1221,33 +1232,33 @@ def swordless_rules(world, player):
# todo: new traps # todo: new traps
std_kill_rooms = { std_kill_rooms = {
'Hyrule Dungeon Armory Main': ['Hyrule Dungeon Armory S', 'Hyrule Dungeon Armory ES'], # One green guard 'Hyrule Dungeon Armory Main': ['Hyrule Dungeon Armory S', 'Hyrule Dungeon Armory ES'], # One green guard
'Hyrule Dungeon Armory Boomerang': ['Hyrule Dungeon Armory Boomerang WS'], # One blue guard 'Hyrule Dungeon Armory Boomerang': ['Hyrule Dungeon Armory Boomerang WS'], # One blue guard
'Eastern Stalfos Spawn': ['Eastern Stalfos Spawn ES', 'Eastern Stalfos Spawn NW'], # Can use pots 'Eastern Stalfos Spawn': ['Eastern Stalfos Spawn ES', 'Eastern Stalfos Spawn NW'], # Can use pots
'Desert Compass Room': ['Desert Compass NE'], # Three popos 'Desert Compass Room': ['Desert Compass NE'], # Three popos
'Desert Four Statues': ['Desert Four Statues NW', 'Desert Four Statues ES'], # Four popos 'Desert Four Statues': ['Desert Four Statues NW', 'Desert Four Statues ES'], # Four popos
'Hera Beetles': ['Hera Beetles WS'], # Three blue beetles and only two pots, and bombs don't work. 'Hera Beetles': ['Hera Beetles WS'], # Three blue beetles and only two pots, and bombs don't work.
'Tower Gold Knights': ['Tower Gold Knights SW', 'Tower Gold Knights EN'], # Two ball and chain 'Tower Gold Knights': ['Tower Gold Knights SW', 'Tower Gold Knights EN'], # Two ball and chain
'Tower Dark Archers': ['Tower Dark Archers WN'], # Not a kill room 'Tower Dark Archers': ['Tower Dark Archers WN'], # Not a kill room
'Tower Red Spears': ['Tower Red Spears WN'], # Two spear soldiers 'Tower Red Spears': ['Tower Red Spears WN'], # Two spear soldiers
'Tower Red Guards': ['Tower Red Guards EN', 'Tower Red Guards SW'], # Two usain bolts 'Tower Red Guards': ['Tower Red Guards EN', 'Tower Red Guards SW'], # Two usain bolts
'Tower Circle of Pots': ['Tower Circle of Pots NW'], # Two spear soldiers. Plenty of pots. 'Tower Circle of Pots': ['Tower Circle of Pots NW'], # Two spear soldiers. Plenty of pots.
'PoD Turtle Party': ['PoD Turtle Party ES', 'PoD Turtle Party NW'], # Lots of turtles. 'PoD Turtle Party': ['PoD Turtle Party ES', 'PoD Turtle Party NW'], # Lots of turtles.
'Thieves Basement Block': ['Thieves Basement Block WN'], # One blue and one red zazak and one Stalfos. Two pots. Need weapon. 'Thieves Basement Block': ['Thieves Basement Block WN'], # One blue and one red zazak and one Stalfos. Two pots. Need weapon.
'Ice Stalfos Hint': ['Ice Stalfos Hint SE'], # Need bombs for big stalfos knights 'Ice Stalfos Hint': ['Ice Stalfos Hint SE'], # Need bombs for big stalfos knights
'Ice Pengator Trap': ['Ice Pengator Trap NE'], # Five pengators. Bomb-doable? 'Ice Pengator Trap': ['Ice Pengator Trap NE'], # Five pengators. Bomb-doable?
'Mire 2': ['Mire 2 NE'], # Wizzrobes. Bombs dont work. 'Mire 2': ['Mire 2 NE'], # Wizzrobes. Bombs dont work.
'Mire Cross': ['Mire Cross ES'], # 4 Sluggulas. Bombs don't work 'Mire Cross': ['Mire Cross ES'], # 4 Sluggulas. Bombs don't work
'TR Twin Pokeys': ['TR Twin Pokeys EN', 'TR Twin Pokeys SW'], # Two pokeys 'TR Twin Pokeys': ['TR Twin Pokeys EN', 'TR Twin Pokeys SW'], # Two pokeys
'GT Petting Zoo': ['GT Petting Zoo SE'], # Dont make anyone do this room with bombs. 'GT Petting Zoo': ['GT Petting Zoo SE'], # Dont make anyone do this room with bombs.
'GT DMs Room': ['GT DMs Room SW'], # Four red stalfos 'GT DMs Room': ['GT DMs Room SW'], # Four red stalfos
'GT Gauntlet 1': ['GT Gauntlet 1 WN'], # Stalfos/zazaks 'GT Gauntlet 1': ['GT Gauntlet 1 WN'], # Stalfos/zazaks
'GT Gauntlet 2': ['GT Gauntlet 2 EN', 'GT Gauntlet 2 SW'], # Red stalfos 'GT Gauntlet 2': ['GT Gauntlet 2 EN', 'GT Gauntlet 2 SW'], # Red stalfos
'GT Gauntlet 3': ['GT Gauntlet 3 NW', 'GT Gauntlet 3 SW'], # Blue zazaks 'GT Gauntlet 3': ['GT Gauntlet 3 NW', 'GT Gauntlet 3 SW'], # Blue zazaks
'GT Gauntlet 4': ['GT Gauntlet 4 NW', 'GT Gauntlet 4 SW'], # Red zazaks 'GT Gauntlet 4': ['GT Gauntlet 4 NW', 'GT Gauntlet 4 SW'], # Red zazaks
'GT Gauntlet 5': ['GT Gauntlet 5 NW', 'GT Gauntlet 5 WS'], # Stalfos and zazak 'GT Gauntlet 5': ['GT Gauntlet 5 NW', 'GT Gauntlet 5 WS'], # Stalfos and zazak
'GT Wizzrobes 1': ['GT Wizzrobes 1 SW'], # Wizzrobes. Bombs don't work 'GT Wizzrobes 1': ['GT Wizzrobes 1 SW'], # Wizzrobes. Bombs don't work
'GT Wizzrobes 2': ['GT Wizzrobes 2 SE', 'GT Wizzrobes 2 NE'] # Wizzrobes. Bombs don't work 'GT Wizzrobes 2': ['GT Wizzrobes 2 SE', 'GT Wizzrobes 2 NE'] # Wizzrobes. Bombs don't work
} # all trap rooms? } # all trap rooms?
std_kill_doors_if_trapped = { std_kill_doors_if_trapped = {
@@ -1262,6 +1273,7 @@ std_kill_doors_if_trapped = {
# 'Ice Lobby S' # can melt rule is sufficient # 'Ice Lobby S' # can melt rule is sufficient
} }
def add_connection(parent_name, target_name, entrance_name, world, player): def add_connection(parent_name, target_name, entrance_name, world, player):
parent = world.get_region(parent_name, player) parent = world.get_region(parent_name, player)
target = world.get_region(target_name, player) target = world.get_region(target_name, player)
@@ -1299,7 +1311,7 @@ def standard_rules(world, player):
return loc.item and loc.item.name in ['Bomb Upgrade (+10)' if world.bombbag[player] else 'Bombs (10)'] return loc.item and loc.item.name in ['Bomb Upgrade (+10)' if world.bombbag[player] else 'Bombs (10)']
def standard_escape_rule(state): def standard_escape_rule(state):
return state.can_kill_most_things(player) or bomb_escape_rule() return state.can_kill_most_things(player) or bomb_escape_rule()
add_item_rule(world.get_location('Link\'s Uncle', player), uncle_item_rule) add_item_rule(world.get_location('Link\'s Uncle', player), uncle_item_rule)
@@ -1326,6 +1338,7 @@ def standard_rules(world, player):
def check_rule_list(state, r_list): def check_rule_list(state, r_list):
return True if len(r_list) <= 0 else r_list[0](state) and check_rule_list(state, r_list[1:]) return True if len(r_list) <= 0 else r_list[0](state) and check_rule_list(state, r_list[1:])
rule_list, debug_path = find_rules_for_zelda_delivery(world, player) rule_list, debug_path = find_rules_for_zelda_delivery(world, player)
set_rule(world.get_entrance('Hyrule Castle Throne Room Tapestry', player), set_rule(world.get_entrance('Hyrule Castle Throne Room Tapestry', player),
lambda state: state.has('Zelda Herself', player) and check_rule_list(state, rule_list)) lambda state: state.has('Zelda Herself', player) and check_rule_list(state, rule_list))
@@ -1502,7 +1515,7 @@ def set_big_bomb_rules(world, player):
set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Dark World', 'Region', player) and state.can_reach('Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player)) set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Dark World', 'Region', player) and state.can_reach('Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player))
#crossing peg bridge starting from the southern dark world # crossing peg bridge starting from the southern dark world
def cross_peg_bridge(state): def cross_peg_bridge(state):
return state.has('Hammer', player) and state.has_Pearl(player) return state.has('Hammer', player) and state.has_Pearl(player)
@@ -1524,28 +1537,28 @@ def set_big_bomb_rules(world, player):
# G = Glove # G = Glove
if bombshop_entrance.name in Normal_LW_entrances: if bombshop_entrance.name in Normal_LW_entrances:
#1. basic routes # 1. basic routes
#2. Can reach Eastern dark world some other way, mirror, get bomb, return to mirror spot, walk to pyramid: Needs mirror # 2. Can reach Eastern dark world some other way, mirror, get bomb, return to mirror spot, walk to pyramid: Needs mirror
# -> M or BR # -> M or BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: basic_routes(state) or state.has_Mirror(player)) add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: basic_routes(state) or state.has_Mirror(player))
elif bombshop_entrance.name in LW_walkable_entrances: elif bombshop_entrance.name in LW_walkable_entrances:
#1. Mirror then basic routes # 1. Mirror then basic routes
# -> M and BR # -> M and BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and basic_routes(state)) add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and basic_routes(state))
elif bombshop_entrance.name in Northern_DW_entrances: elif bombshop_entrance.name in Northern_DW_entrances:
#1. Mirror and basic routes # 1. Mirror and basic routes
#2. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl # 2. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl
# -> (Mitts and CPB) or (M and BR) # -> (Mitts and CPB) or (M and BR)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (state.has_Mirror(player) and basic_routes(state))) add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (state.has_Mirror(player) and basic_routes(state)))
elif bombshop_entrance.name == 'Bumper Cave (Bottom)': elif bombshop_entrance.name == 'Bumper Cave (Bottom)':
#1. Mirror and Lift rock and basic_routes # 1. Mirror and Lift rock and basic_routes
#2. Mirror and Flute and basic routes (can make difference if accessed via insanity or w/ mirror from connector, and then via hyrule castle gate, because no gloves are needed in that case) # 2. Mirror and Flute and basic routes (can make difference if accessed via insanity or w/ mirror from connector, and then via hyrule castle gate, because no gloves are needed in that case)
#3. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl # 3. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl
# -> (Mitts and CPB) or (((G or Flute) and M) and BR)) # -> (Mitts and CPB) or (((G or Flute) and M) and BR))
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (((state.can_lift_rocks(player) or state.can_flute(player)) and state.has_Mirror(player)) and basic_routes(state))) add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (((state.can_lift_rocks(player) or state.can_flute(player)) and state.has_Mirror(player)) and basic_routes(state)))
elif bombshop_entrance.name in Southern_DW_entrances: elif bombshop_entrance.name in Southern_DW_entrances:
#1. Mirror and enter via gate: Need mirror and Aga1 # 1. Mirror and enter via gate: Need mirror and Aga1
#2. cross peg bridge: Need hammer and moon pearl # 2. cross peg bridge: Need hammer and moon pearl
# -> CPB or (M and A) # -> CPB or (M and A)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or (state.has_Mirror(player) and state.has('Beat Agahnim 1', player))) add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or (state.has_Mirror(player) and state.has('Beat Agahnim 1', player)))
elif bombshop_entrance.name in Isolated_DW_entrances: elif bombshop_entrance.name in Isolated_DW_entrances:
@@ -1809,7 +1822,6 @@ def set_inverted_big_bomb_rules(world, player):
def set_bunny_rules(world, player, inverted): def set_bunny_rules(world, player, inverted):
# regions for the exits of multi-entrace caves/drops that bunny cannot pass # regions for the exits of multi-entrace caves/drops that bunny cannot pass
# Note spiral cave may be technically passible, but it would be too absurd to require since OHKO mode is a thing. # Note spiral cave may be technically passible, but it would be too absurd to require since OHKO mode is a thing.
bunny_impassable_caves = ['Bumper Cave (top)', 'Bumper Cave (bottom)', 'Two Brothers House', bunny_impassable_caves = ['Bumper Cave (top)', 'Bumper Cave (bottom)', 'Two Brothers House',
@@ -1848,13 +1860,14 @@ def set_bunny_rules(world, player, inverted):
return region.is_light_world return region.is_light_world
else: else:
return region.is_dark_world return region.is_dark_world
def is_link(region): def is_link(region):
if inverted: if inverted:
return region.is_dark_world return region.is_dark_world
else: else:
return region.is_light_world return region.is_light_world
def get_rule_to_add(region, location = None, connecting_entrance = None): def get_rule_to_add(region, location=None, connecting_entrance=None):
# In OWG, a location can potentially be superbunny-mirror accessible or # In OWG, a location can potentially be superbunny-mirror accessible or
# bunny revival accessible. # bunny revival accessible.
if world.logic[player] == 'owglitches': if world.logic[player] == 'owglitches':
@@ -1877,16 +1890,15 @@ def set_bunny_rules(world, player, inverted):
# for each such entrance a new option is added that consist of: # for each such entrance a new option is added that consist of:
# a) being able to reach it, and # a) being able to reach it, and
# b) being able to access all entrances from there to `region` # b) being able to access all entrances from there to `region`
seen = {region} queue = deque([(region, [], {region})])
queue = deque([(region, [])])
while queue: while queue:
(current, path) = queue.popleft() (current, path, seen) = queue.popleft()
for entrance in current.entrances: for entrance in current.entrances:
new_region = entrance.parent_region new_region = entrance.parent_region
if new_region.type in (RegionType.Cave, RegionType.Dungeon) and new_region in seen: if new_region.type in (RegionType.Cave, RegionType.Dungeon) and new_region in seen:
continue continue
new_path = path + [entrance.access_rule] new_path = path + [entrance.access_rule]
seen.add(new_region) new_seen = seen.union({new_region})
if not is_link(new_region): if not is_link(new_region):
if world.logic[player] == 'owglitches': if world.logic[player] == 'owglitches':
if region.type == RegionType.Dungeon and new_region.type != RegionType.Dungeon: if region.type == RegionType.Dungeon and new_region.type != RegionType.Dungeon:
@@ -1923,7 +1935,7 @@ def set_bunny_rules(world, player, inverted):
else: else:
continue continue
if is_bunny(new_region): if is_bunny(new_region):
queue.append((new_region, new_path)) queue.append((new_region, new_path, new_seen))
else: else:
# we have reached pure light world, so we have a new possible option # we have reached pure light world, so we have a new possible option
possible_options.append(path_to_access_rule(new_path, entrance)) possible_options.append(path_to_access_rule(new_path, entrance))
@@ -1975,7 +1987,6 @@ drop_dungeon_entrances = {
"Skull Back Drop" "Skull Back Drop"
} }
bunny_revivable_entrances = { bunny_revivable_entrances = {
"Sewers Pull Switch", "TR Dash Room", "Swamp Boss", "Hera Boss", "Sewers Pull Switch", "TR Dash Room", "Swamp Boss", "Hera Boss",
"Tower Agahnim 1", "Ice Lobby", "Sewers Rat Path", "PoD Falling Bridge", "Tower Agahnim 1", "Ice Lobby", "Sewers Rat Path", "PoD Falling Bridge",
@@ -2035,14 +2046,14 @@ bunny_impassible_doors = {
'PoD Arena Landing Bonk Path', 'PoD Sexy Statue NW', 'PoD Map Balcony Drop Down', 'PoD Arena Landing Bonk Path', 'PoD Sexy Statue NW', 'PoD Map Balcony Drop Down',
'PoD Mimics 1 NW', 'PoD Falling Bridge Path N', 'PoD Falling Bridge Path S', 'PoD Mimics 1 NW', 'PoD Falling Bridge Path N', 'PoD Falling Bridge Path S',
'PoD Mimics 2 NW', 'PoD Bow Statue Down Ladder', 'PoD Dark Pegs Landing to Right', 'PoD Mimics 2 NW', 'PoD Bow Statue Down Ladder', 'PoD Dark Pegs Landing to Right',
'PoD Dark Pegs Left to Middle Barrier - Blue', 'PoD Dark Pegs Left to Ranged Crystal', 'PoD Dark Pegs Left to Middle Barrier - Blue', 'PoD Dark Pegs Left to Ranged Crystal',
'PoD Turtle Party ES', 'PoD Turtle Party NW', 'PoD Callback Warp', 'Swamp Lobby Moat', 'Swamp Entrance Moat', 'PoD Turtle Party ES', 'PoD Turtle Party NW', 'PoD Callback Warp', 'Swamp Lobby Moat', 'Swamp Entrance Moat',
'Swamp Trench 1 Approach Swim Depart', 'Swamp Trench 1 Approach Key', 'Swamp Trench 1 Key Approach', 'Swamp Trench 1 Approach Swim Depart', 'Swamp Trench 1 Approach Key', 'Swamp Trench 1 Key Approach',
'Swamp Trench 1 Key Ledge Depart', 'Swamp Trench 1 Departure Approach', 'Swamp Trench 1 Departure Key', 'Swamp Trench 1 Key Ledge Depart', 'Swamp Trench 1 Departure Approach', 'Swamp Trench 1 Departure Key',
'Swamp Hub Hook Path', 'Swamp Shortcut Blue Barrier', 'Swamp Trench 2 Pots Blue Barrier', 'Swamp Hub Hook Path', 'Swamp Shortcut Blue Barrier', 'Swamp Trench 2 Pots Blue Barrier',
'Swamp Trench 2 Pots Wet', 'Swamp Trench 2 Departure Wet', 'Swamp West Ledge Hook Path', 'Swamp Barrier Ledge Hook Path', 'Swamp Trench 2 Pots Wet', 'Swamp Trench 2 Departure Wet', 'Swamp West Ledge Hook Path', 'Swamp Barrier Ledge Hook Path',
'Swamp Attic Left Pit', 'Swamp Attic Right Pit', 'Swamp Push Statue NW', 'Swamp Push Statue NE', 'Swamp Attic Left Pit', 'Swamp Attic Right Pit', 'Swamp Push Statue NW', 'Swamp Push Statue NE',
'Swamp Drain Right Switch', 'Swamp Waterway NE', 'Swamp Waterway N', 'Swamp Waterway NW', 'Swamp Drain Right Switch', 'Swamp Waterway NE', 'Swamp Waterway N', 'Swamp Waterway NW',
'Skull Pot Circle WN', 'Skull Pot Circle Star Path', 'Skull Pull Switch S', 'Skull Big Chest N', 'Skull Pot Circle WN', 'Skull Pot Circle Star Path', 'Skull Pull Switch S', 'Skull Big Chest N',
'Skull Big Chest Hookpath', 'Skull 2 East Lobby NW', 'Skull Back Drop Star Path', 'Skull 2 West Lobby NW', 'Skull Big Chest Hookpath', 'Skull 2 East Lobby NW', 'Skull Back Drop Star Path', 'Skull 2 West Lobby NW',
'Skull 3 Lobby EN', 'Skull Star Pits SW', 'Skull Star Pits ES', 'Skull Torch Room WN', 'Skull Vines NW', 'Skull 3 Lobby EN', 'Skull Star Pits SW', 'Skull Star Pits ES', 'Skull Torch Room WN', 'Skull Vines NW',
@@ -2077,7 +2088,7 @@ bunny_impassible_doors = {
'GT Double Switch Exit to Blue Barrier', 'GT Firesnake Room Hook Path', 'GT Falling Bridge WN', 'GT Falling Bridge WS', 'GT Double Switch Exit to Blue Barrier', 'GT Firesnake Room Hook Path', 'GT Falling Bridge WN', 'GT Falling Bridge WS',
'GT Ice Armos NE', 'GT Ice Armos WS', 'GT Crystal Paths SW', 'GT Mimics 1 NW', 'GT Mimics 1 ES', 'GT Mimics 2 WS', 'GT Ice Armos NE', 'GT Ice Armos WS', 'GT Crystal Paths SW', 'GT Mimics 1 NW', 'GT Mimics 1 ES', 'GT Mimics 2 WS',
'GT Mimics 2 NE', 'GT Hidden Spikes EN', 'GT Cannonball Bridge SE', 'GT Gauntlet 1 WN', 'GT Gauntlet 2 EN', 'GT Mimics 2 NE', 'GT Hidden Spikes EN', 'GT Cannonball Bridge SE', 'GT Gauntlet 1 WN', 'GT Gauntlet 2 EN',
'GT Gauntlet 2 SW', 'GT Gauntlet 3 NW', 'GT Gauntlet 3 SW', 'GT Gauntlet 4 NW', 'GT Gauntlet 4 SW', 'GT Gauntlet 2 SW', 'GT Gauntlet 3 NW', 'GT Gauntlet 3 SW', 'GT Gauntlet 4 NW', 'GT Gauntlet 4 SW',
'GT Gauntlet 5 NW', 'GT Gauntlet 5 WS', 'GT Lanmolas 2 ES', 'GT Lanmolas 2 NW', 'GT Wizzrobes 1 SW', 'GT Gauntlet 5 NW', 'GT Gauntlet 5 WS', 'GT Lanmolas 2 ES', 'GT Lanmolas 2 NW', 'GT Wizzrobes 1 SW',
'GT Wizzrobes 2 SE', 'GT Wizzrobes 2 NE', 'GT Torch Cross ES', 'GT Falling Torches NE', 'GT Moldorm Gap', 'GT Wizzrobes 2 SE', 'GT Wizzrobes 2 NE', 'GT Torch Cross ES', 'GT Falling Torches NE', 'GT Moldorm Gap',
'GT Validation Block Path' 'GT Validation Block Path'
@@ -2227,7 +2238,7 @@ def create_key_rule(small_key_name, player, keys):
def create_key_rule_allow_small(small_key_name, player, keys, location): def create_key_rule_allow_small(small_key_name, player, keys, location):
loc = location.name loc = location.name
return lambda state: state.has_sm_key(small_key_name, player, keys) or (item_name(state, loc, player) in [(small_key_name, player)] and state.has_sm_key(small_key_name, player, keys-1)) return lambda state: state.has_sm_key(small_key_name, player, keys) or (item_name(state, loc, player) in [(small_key_name, player)] and state.has_sm_key(small_key_name, player, keys - 1))
def create_key_rule_bk_exception(small_key_name, big_key_name, player, keys, bk_keys, bk_locs): def create_key_rule_bk_exception(small_key_name, big_key_name, player, keys, bk_keys, bk_locs):
@@ -2238,7 +2249,7 @@ def create_key_rule_bk_exception(small_key_name, big_key_name, player, keys, bk_
def create_key_rule_bk_exception_or_allow(small_key_name, big_key_name, player, keys, location, bk_keys, bk_locs): def create_key_rule_bk_exception_or_allow(small_key_name, big_key_name, player, keys, location, bk_keys, bk_locs):
loc = location.name loc = location.name
chest_names = [x.name for x in bk_locs] chest_names = [x.name for x in bk_locs]
return lambda state: (state.has_sm_key(small_key_name, player, keys) and not item_in_locations(state, big_key_name, player, zip(chest_names, [player] * len(chest_names)))) or (item_name(state, loc, player) in [(small_key_name, player)] and state.has_sm_key(small_key_name, player, keys-1)) or (item_in_locations(state, big_key_name, player, zip(chest_names, [player] * len(chest_names))) and state.has_sm_key(small_key_name, player, bk_keys)) return lambda state: (state.has_sm_key(small_key_name, player, keys) and not item_in_locations(state, big_key_name, player, zip(chest_names, [player] * len(chest_names)))) or (item_name(state, loc, player) in [(small_key_name, player)] and state.has_sm_key(small_key_name, player, keys - 1)) or (item_in_locations(state, big_key_name, player, zip(chest_names, [player] * len(chest_names))) and state.has_sm_key(small_key_name, player, bk_keys))
def create_advanced_key_rule(key_logic, player, rule): def create_advanced_key_rule(key_logic, player, rule):