Logic refinements for Skull X Room and GT Falling Torches
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5
Rules.py
5
Rules.py
@@ -273,6 +273,8 @@ def global_rules(world, player):
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set_rule(world.get_entrance('Skull Big Chest Hookpath', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('Skull Torch Room WN', player), lambda state: state.has('Fire Rod', player))
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set_rule(world.get_entrance('Skull Vines NW', player), lambda state: state.has_sword(player))
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set_rule(world.get_entrance('Skull 2 West Lobby Pits', player), lambda state: state.has_Boots(player) or state.has('Hidden Pits', player))
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set_rule(world.get_entrance('Skull 2 West Lobby Ledge Pits', player), lambda state: state.has('Hidden Pits', player))
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set_defeat_dungeon_boss_rule(world.get_location('Skull Woods - Boss', player))
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set_defeat_dungeon_boss_rule(world.get_location('Skull Woods - Prize', player))
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@@ -398,6 +400,9 @@ def global_rules(world, player):
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set_rule(world.get_entrance('GT Lanmolas 2 NW', player), lambda state: world.get_region('GT Lanmolas 2', player).dungeon.bosses['middle'].can_defeat(state))
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set_rule(world.get_entrance('GT Torch Cross ES', player), lambda state: state.has_fire_source(player))
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set_rule(world.get_entrance('GT Falling Torches NE', player), lambda state: state.has_fire_source(player))
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# todo: the following only applies to crystal state propagation from this supertile
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# you can also reset the supertile, but I'm not sure how to model that
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set_rule(world.get_entrance('GT Falling Torches Down Ladder', player), lambda state: state.has_Boots(player))
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set_rule(world.get_entrance('GT Moldorm Gap', player), lambda state: state.has('Hookshot', player) and world.get_region('GT Moldorm', player).dungeon.bosses['top'].can_defeat(state))
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set_defeat_dungeon_boss_rule(world.get_location('Agahnim 2', player))
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