Merge branch 'master' into Dev-owg
This commit is contained in:
214
Rules.py
214
Rules.py
@@ -188,7 +188,8 @@ def global_rules(world, player):
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set_rule(world.get_entrance('Agahnims Tower', player), lambda state: state.has('Cape', player) or state.has_beam_sword(player) or state.has('Beat Agahnim 1', player)) # barrier gets removed after killing agahnim, relevant for entrance shuffle
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set_rule(world.get_entrance('Agahnim 1', player), lambda state: state.has_sword(player) and state.has_key('Small Key (Agahnims Tower)', player, 2))
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set_defeat_dungeon_boss_rule(world.get_location('Agahnim 1', player))
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set_rule(world.get_location('Castle Tower - Dark Maze', player), lambda state: state.has_key('Small Key (Agahnims Tower)', player))
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set_rule(world.get_location('Castle Tower - Room 03', player), lambda state: state.can_kill_most_things(player, 8))
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set_rule(world.get_location('Castle Tower - Dark Maze', player), lambda state: state.can_kill_most_things(player, 8) and state.has_key('Small Key (Agahnims Tower)', player))
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set_rule(world.get_entrance('Top of Pyramid', player), lambda state: state.has('Beat Agahnim 1', player))
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set_rule(world.get_entrance('Old Man Cave Exit (West)', player), lambda state: False) # drop cannot be climbed up
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set_rule(world.get_entrance('Broken Bridge (West)', player), lambda state: state.has('Hookshot', player))
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@@ -294,6 +295,10 @@ def global_rules(world, player):
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for location in ['Desert Palace - Boss', 'Desert Palace - Big Key Chest', 'Desert Palace - Compass Chest']:
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forbid_item(world.get_location(location, player), 'Small Key (Desert Palace)', player)
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# logic patch to prevent placing a crystal in Desert that's required to reach the required keys
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if not world.keysanity:
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add_rule(world.get_location('Desert Palace - Prize', player), lambda state: state.world.get_region('Desert Palace Main (Outer)', 1).can_reach(state))
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set_rule(world.get_entrance('Tower of Hera Small Key Door', player), lambda state: state.has_key('Small Key (Tower of Hera)', player) or item_name(state, 'Tower of Hera - Big Key Chest', player) == ('Small Key (Tower of Hera)', player))
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set_rule(world.get_entrance('Tower of Hera Big Key Door', player), lambda state: state.has('Big Key (Tower of Hera)', player))
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set_rule(world.get_location('Tower of Hera - Big Chest', player), lambda state: state.has('Big Key (Tower of Hera)', player))
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@@ -365,8 +370,7 @@ def global_rules(world, player):
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# you can squander the free small key from the pot by opening the south door to the north west switch room, locking you out of accessing a color switch ...
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# big key gives backdoor access to that from the teleporter in the north west
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set_rule(world.get_location('Misery Mire - Map Chest', player), lambda state: state.has_key('Small Key (Misery Mire)', player, 1) or state.has('Big Key (Misery Mire)', player))
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# in addition, you can open the door to the map room before getting access to a color switch, so this is locked behing 2 small keys or the big key...
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set_rule(world.get_location('Misery Mire - Main Lobby', player), lambda state: state.has_key('Small Key (Misery Mire)', player, 2) or state.has_key('Big Key (Misery Mire)', player))
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set_rule(world.get_location('Misery Mire - Main Lobby', player), lambda state: state.has_key('Small Key (Misery Mire)', player, 1) or state.has_key('Big Key (Misery Mire)', player))
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# we can place a small key in the West wing iff it also contains/blocks the Big Key, as we cannot reach and softlock with the basement key door yet
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set_rule(world.get_entrance('Misery Mire (West)', player), lambda state: state.has_key('Small Key (Misery Mire)', player, 2) if ((item_name(state, 'Misery Mire - Compass Chest', player) in [('Big Key (Misery Mire)', player)]) or
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(item_name(state, 'Misery Mire - Big Key Chest', player) in [('Big Key (Misery Mire)', player)])) else state.has_key('Small Key (Misery Mire)', player, 3))
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@@ -433,14 +437,14 @@ def global_rules(world, player):
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else:
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forbid_item(world.get_location('Ganons Tower - Map Chest', player), 'Small Key (Ganons Tower)', player)
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# It is possible to need more than 2 keys to get through this entance if you spend keys elsewhere. We reflect this in the chest requirements.
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# It is possible to need more than 2 keys to get through this entrance if you spend keys elsewhere. We reflect this in the chest requirements.
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# However we need to leave these at the lower values to derive that with 3 keys it is always possible to reach Bob and Ice Armos.
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set_rule(world.get_entrance('Ganons Tower (Double Switch Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 2))
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# It is possible to need more than 3 keys ....
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set_rule(world.get_entrance('Ganons Tower (Firesnake Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 3))
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#The actual requirements for these rooms to avoid key-lock
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set_rule(world.get_location('Ganons Tower - Firesnake Room', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 3) or (item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) and state.has_key('Small Key (Ganons Tower)', player, 2)))
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set_rule(world.get_location('Ganons Tower - Firesnake Room', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 3) or ((item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) or item_in_locations(state, 'Small Key (Ganons Tower)', player, [('Ganons Tower - Firesnake Room', player)])) and state.has_key('Small Key (Ganons Tower)', player, 2)))
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for location in randomizer_room_chests:
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set_rule(world.get_location(location, player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (item_in_locations(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) and state.has_key('Small Key (Ganons Tower)', player, 3)))
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@@ -488,11 +492,11 @@ def inverted_rules(world, player):
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world.get_region('Inverted Links House', player).entrances[0].can_reach = lambda state: True
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world.get_region('Inverted Dark Sanctuary', player).entrances[0].parent_region.can_reach_private = lambda state: True
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old_rule = world.get_region('Old Man House', player).can_reach_private
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world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state)
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old_rule_old_man = world.get_region('Old Man House', player).can_reach_private
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world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule_old_man(state)
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old_rule = world.get_region('Hyrule Castle Ledge', player).can_reach_private
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world.get_region('Hyrule Castle Ledge', player).can_reach_private = lambda state: (state.has_Mirror(player) and state.has('Beat Agahnim 1', player) and state.can_reach_light_world(player)) or old_rule(state)
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old_rule_castle_ledge = world.get_region('Hyrule Castle Ledge', player).can_reach_private
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world.get_region('Hyrule Castle Ledge', player).can_reach_private = lambda state: (state.has_Mirror(player) and state.has('Beat Agahnim 1', player) and state.can_reach_light_world(player)) or old_rule_castle_ledge(state)
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# overworld requirements
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set_rule(world.get_location('Maze Race', player), lambda state: state.has_Pearl(player))
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@@ -535,7 +539,7 @@ def inverted_rules(world, player):
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set_rule(world.get_location('Zora\'s Ledge', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Waterfall of Wishing', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player)) # can be fake flippered into, but is in weird state inside that might prevent you from doing things. Can be improved in future Todo
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set_rule(world.get_location('Frog', player), lambda state: state.can_lift_heavy_rocks(player) or (state.can_reach('Light World', 'Region', player) and state.has_Mirror(player)))
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set_rule(world.get_location('Frog', player), lambda state: state.can_lift_heavy_rocks(player) and (state.has_Pearl(player) or state.has('Beat Agahnim 1', player)) or (state.can_reach('Light World', 'Region', player) and state.has_Mirror(player))) # Need LW access using Mirror or Portal
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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
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set_rule(world.get_location('Blacksmith', player), lambda state: state.has('Return Smith', player))
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set_rule(world.get_location('Magic Bat', player), lambda state: state.has('Magic Powder', player) and state.has_Pearl(player))
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@@ -678,6 +682,10 @@ def inverted_rules(world, player):
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for location in ['Desert Palace - Boss', 'Desert Palace - Big Key Chest', 'Desert Palace - Compass Chest']:
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forbid_item(world.get_location(location, player), 'Small Key (Desert Palace)', player)
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# logic patch to prevent placing a crystal in Desert that's required to reach the required keys
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if not world.keysanity:
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add_rule(world.get_location('Desert Palace - Prize', player), lambda state: state.world.get_region('Desert Palace Main (Outer)', 1).can_reach(state))
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set_rule(world.get_entrance('Tower of Hera Small Key Door', player), lambda state: state.has_key('Small Key (Tower of Hera)', player) or item_name(state, 'Tower of Hera - Big Key Chest', player) == ('Small Key (Tower of Hera)', player))
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set_rule(world.get_entrance('Tower of Hera Big Key Door', player), lambda state: state.has('Big Key (Tower of Hera)', player))
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set_rule(world.get_location('Tower of Hera - Big Chest', player), lambda state: state.has('Big Key (Tower of Hera)', player))
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@@ -886,6 +894,9 @@ def no_glitches_rules(world, player):
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set_rule(world.get_entrance('Bat Cave Drop Ledge', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Zoras River', player), lambda state: state.has_Pearl(player) and (state.has('Flippers', player) or state.can_lift_rocks(player)))
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set_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) # can be fake flippered to
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set_rule(world.get_entrance('Lake Hylia Island Pier', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) # can be fake flippered to
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set_rule(world.get_entrance('Lake Hylia Warp', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) # can be fake flippered to
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set_rule(world.get_entrance('Northeast Light World Warp', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) # can be fake flippered to
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set_rule(world.get_entrance('Hobo Bridge', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
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set_rule(world.get_entrance('Dark Lake Hylia Drop (East)', player), lambda state: state.has('Flippers', player))
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set_rule(world.get_entrance('Dark Lake Hylia Teleporter', player), lambda state: state.has('Flippers', player) and (state.has('Hammer', player) or state.can_lift_rocks(player)))
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@@ -1385,6 +1396,7 @@ def set_big_bomb_rules(world, player):
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# -> (M and Mitts) or ((Mitts or Flute or (M and P and West Dark World access)) and BR)
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and state.has_Mirror(player)) or ((state.can_lift_heavy_rocks(player) or state.has('Ocarina', player) or (state.can_reach('West Dark World', 'Region', player) and state.has_Pearl(player) and state.has_Mirror(player))) and basic_routes(state)))
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def set_inverted_big_bomb_rules(world, player):
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bombshop_entrance = world.get_region('Inverted Big Bomb Shop', player).entrances[0]
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Normal_LW_entrances = ['Blinds Hideout',
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@@ -1402,9 +1414,7 @@ def set_inverted_big_bomb_rules(world, player):
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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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'Bush Covered House',
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'Tavern (Front)',
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'Light World Bomb Hut',
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'Kakariko Shop',
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'Mini Moldorm Cave',
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'Long Fairy Cave',
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@@ -1415,7 +1425,6 @@ def set_inverted_big_bomb_rules(world, player):
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'Bonk Rock Cave',
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'Library',
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'Potion Shop',
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'Waterfall of Wishing',
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'Dam',
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'Lumberjack House',
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'Lake Hylia Fortune Teller',
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@@ -1431,22 +1440,42 @@ def set_inverted_big_bomb_rules(world, player):
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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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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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'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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'Inverted Ganons Tower',
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'Cave 45',
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'Checkerboard Cave',
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'Inverted Big Bomb Shop']
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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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'Red Shield Shop',
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'Dark Sanctuary Hint',
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'Inverted Dark Sanctuary',
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'Fortune Teller (Dark)',
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'Dark World Shop',
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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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@@ -1454,16 +1483,14 @@ def set_inverted_big_bomb_rules(world, player):
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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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'Inverted Big Bomb Shop',
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'Inverted Links House',
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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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'Mimic Cave',
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'Skull Woods Second Section Door (West)',
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'Skull Woods Final Section',
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'Ice Palace',
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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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@@ -1474,42 +1501,23 @@ def set_inverted_big_bomb_rules(world, player):
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'Turtle Rock Isolated Ledge Entrance',
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'Hookshot Cave Back Entrance',
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'Inverted Agahnims Tower']
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Isolated_LW_entrances = ['Capacity Upgrade',
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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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'Desert Palace Entrance (East)']
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West_LW_DM_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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'Spectacle Rock Cave',
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'Spectacle Rock Cave (Bottom)']
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East_LW_DM_entrances = ['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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Mirror_from_SDW_entrances = ['Two Brothers House (West)',
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'Cave 45']
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Castle_ledge_entrances = ['Hyrule Castle Entrance (West)',
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'Hyrule Castle Entrance (East)',
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'Inverted Ganons Tower']
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Desert_mirrorable_ledge_entrances = ['Desert Palace Entrance (West)',
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'Desert Palace Entrance (North)',
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'Desert Palace Entrance (South)',
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'Checkerboard Cave',]
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Desert_ledge_entrances = ['Desert Palace Entrance (West)',
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'Desert Palace Entrance (North)',
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'Desert Palace Entrance (South)']
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set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Dark World', 'Region', player) and state.can_reach('Inverted Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player))
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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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#crossing peg bridge starting from the southern dark world
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def cross_peg_bridge(state):
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return state.has('Hammer', player)
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set_rule(world.get_entrance('Pyramid Fairy', player),
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lambda state: state.can_reach('East Dark World', 'Region', player) and state.can_reach('Inverted 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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@@ -1517,42 +1525,66 @@ def set_inverted_big_bomb_rules(world, player):
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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 Normal_LW_entrances:
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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 LW_walkable_entrances:
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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 Northern_DW_entrances:
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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 (cross_peg_bridge(state) or (state.has_Mirror(player) and state.has('Beat Agahnim 1', player)))))
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elif bombshop_entrance.name == 'Bumper Cave (Bottom)':
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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 (cross_peg_bridge(state) or state.has_Mirror(player) and state.has('Beat Agahnim 1', player))))
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elif bombshop_entrance.name in Southern_DW_entrances:
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or state.can_flute(player) or (state.has_Mirror(player) and state.has('Beat Agahnim 1', player)))
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elif bombshop_entrance.name in Isolated_DW_entrances:
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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 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 West_LW_DM_entrances:
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and state.has_Mirror(player))
|
||||
elif bombshop_entrance.name in East_LW_DM_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and state.has_Mirror(player))
|
||||
elif bombshop_entrance.name == 'Fairy Ascension Cave (Bottom)':
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and state.has_Mirror(player))
|
||||
elif bombshop_entrance.name in Castle_ledge_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player))
|
||||
elif bombshop_entrance.name in Desert_ledge_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and state.can_flute(player))
|
||||
elif bombshop_entrance.name == 'Checkerboard Cave':
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player))
|
||||
elif bombshop_entrance.name in Northern_DW_entrances:
|
||||
# You can just fly with the Flute, you can take a long walk with Mitts and Hammer,
|
||||
# or you can leave a Mirror portal nearby and then walk to the castle to Mirror again.
|
||||
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('Light World', 'Region', player)))
|
||||
elif bombshop_entrance.name in Southern_DW_entrances:
|
||||
# This is the same as north DW without the Mitts rock present.
|
||||
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('Light World', 'Region', player)))
|
||||
elif bombshop_entrance.name in Isolated_DW_entrances:
|
||||
# There's just no way to escape these places with the bomb and no Flute.
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player))
|
||||
elif bombshop_entrance.name in LW_walkable_entrances:
|
||||
# You can fly with the flute, or leave a mirror portal and walk through the light world
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or (state.has_Mirror(player) and state.can_reach('Light World', 'Region', player)))
|
||||
elif bombshop_entrance.name in LW_bush_entrances:
|
||||
# These entrances are behind bushes in LW so you need either Pearl or the tools to solve NDW bomb shop locations.
|
||||
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))))
|
||||
elif bombshop_entrance.name == 'Dark World Shop':
|
||||
# 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('Light World', '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('Light World', 'Region', player)))
|
||||
elif bombshop_entrance.name == 'Old Man Cave (West)':
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and ((state.can_lift_rocks(player) and cross_peg_bridge(state)) or state.can_flute(player)))
|
||||
elif bombshop_entrance.name == 'Graveyard Cave':
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player))
|
||||
elif bombshop_entrance.name in Mirror_from_SDW_entrances:
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and (state.can_flute(player) or cross_peg_bridge(state)))
|
||||
# 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':
|
||||
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_lift_heavy_rocks(player) and state.has_Mirror(player))
|
||||
# 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 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)
|
||||
|
||||
|
||||
def set_bunny_rules(world, player):
|
||||
|
||||
Reference in New Issue
Block a user