Minor tweaks in prep for ER rewrite

This commit is contained in:
codemann8
2021-10-02 13:45:14 -05:00
parent c54bd67ddc
commit c99805f47d
3 changed files with 243 additions and 252 deletions

455
Rules.py
View File

@@ -1629,239 +1629,240 @@ def find_rules_for_zelda_delivery(world, player):
def set_big_bomb_rules(world, player):
# this is a mess
bombshop_entrance = world.get_region('Big Bomb Shop', player).entrances[0]
Normal_LW_entrances = ['Blinds Hideout',
'Bonk Fairy (Light)',
'Lake Hylia Fairy',
'Light Hype Fairy',
'Desert Fairy',
'Chicken House',
'Aginahs Cave',
'Sahasrahlas Hut',
'Cave Shop (Lake Hylia)',
'Blacksmiths Hut',
'Sick Kids House',
'Lost Woods Gamble',
'Fortune Teller (Light)',
'Snitch Lady (East)',
'Snitch Lady (West)',
'Bush Covered House',
'Tavern (Front)',
'Light World Bomb Hut',
'Kakariko Shop',
'Mini Moldorm Cave',
'Long Fairy Cave',
'Good Bee Cave',
'20 Rupee Cave',
'50 Rupee Cave',
'Ice Rod Cave',
'Bonk Rock Cave',
'Library',
'Potion Shop',
'Dam',
'Lumberjack House',
'Lake Hylia Fortune Teller',
'Eastern Palace',
'Kakariko Gamble Game',
'Kakariko Well Cave',
'Bat Cave Cave',
'Elder House (East)',
'Elder House (West)',
'North Fairy Cave',
'Lost Woods Hideout Stump',
'Lumberjack Tree Cave',
'Two Brothers House (East)',
'Sanctuary',
'Hyrule Castle Entrance (South)',
'Hyrule Castle Secret Entrance Stairs']
LW_walkable_entrances = ['Dark Lake Hylia Ledge Fairy',
'Dark Lake Hylia Ledge Spike Cave',
'Dark Lake Hylia Ledge Hint',
'Mire Shed',
'Dark Desert Hint',
'Dark Desert Fairy',
'Misery Mire']
Northern_DW_entrances = ['Brewery',
'C-Shaped House',
'Chest Game',
'Dark World Hammer Peg Cave',
'Red Shield Shop',
'Dark Sanctuary Hint',
'Fortune Teller (Dark)',
'Dark World Shop',
'Dark World Lumberjack Shop',
'Thieves Town',
'Skull Woods First Section Door',
'Skull Woods Second Section Door (East)']
Southern_DW_entrances = ['Hype Cave',
'Bonk Fairy (Dark)',
'Archery Game',
'Big Bomb Shop',
'Dark Lake Hylia Shop',
'Swamp Palace']
Isolated_DW_entrances = ['Spike Cave',
'Cave Shop (Dark Death Mountain)',
'Dark Death Mountain Fairy',
'Mimic Cave',
'Skull Woods Second Section Door (West)',
'Skull Woods Final Section',
'Ice Palace',
'Turtle Rock',
'Dark Death Mountain Ledge (West)',
'Dark Death Mountain Ledge (East)',
'Bumper Cave (Top)',
'Superbunny Cave (Top)',
'Superbunny Cave (Bottom)',
'Hookshot Cave',
'Ganons Tower',
'Turtle Rock Isolated Ledge Entrance',
'Hookshot Cave Back Entrance']
Isolated_LW_entrances = ['Capacity Upgrade',
'Tower of Hera',
'Death Mountain Return Cave (West)',
'Paradox Cave (Top)',
'Fairy Ascension Cave (Top)',
'Spiral Cave',
'Desert Palace Entrance (East)']
West_LW_DM_entrances = ['Old Man Cave (East)',
'Old Man House (Bottom)',
'Old Man House (Top)',
'Death Mountain Return Cave (East)',
'Spectacle Rock Cave Peak',
'Spectacle Rock Cave',
'Spectacle Rock Cave (Bottom)']
East_LW_DM_entrances = ['Paradox Cave (Bottom)',
'Paradox Cave (Middle)',
'Hookshot Fairy',
'Spiral Cave (Bottom)']
Mirror_from_SDW_entrances = ['Two Brothers House (West)',
'Cave 45']
Castle_ledge_entrances = ['Hyrule Castle Entrance (West)',
'Hyrule Castle Entrance (East)',
'Agahnims Tower']
Desert_mirrorable_ledge_entrances = ['Desert Palace Entrance (West)',
'Desert Palace Entrance (North)',
'Desert Palace Entrance (South)',
'Checkerboard Cave']
if len(world.get_region('Big Bomb Shop', player).entrances) > 0:
bombshop_entrance = world.get_region('Big Bomb Shop', player).entrances[0]
Normal_LW_entrances = ['Blinds Hideout',
'Bonk Fairy (Light)',
'Lake Hylia Fairy',
'Light Hype Fairy',
'Desert Fairy',
'Chicken House',
'Aginahs Cave',
'Sahasrahlas Hut',
'Cave Shop (Lake Hylia)',
'Blacksmiths Hut',
'Sick Kids House',
'Lost Woods Gamble',
'Fortune Teller (Light)',
'Snitch Lady (East)',
'Snitch Lady (West)',
'Bush Covered House',
'Tavern (Front)',
'Light World Bomb Hut',
'Kakariko Shop',
'Mini Moldorm Cave',
'Long Fairy Cave',
'Good Bee Cave',
'20 Rupee Cave',
'50 Rupee Cave',
'Ice Rod Cave',
'Bonk Rock Cave',
'Library',
'Potion Shop',
'Dam',
'Lumberjack House',
'Lake Hylia Fortune Teller',
'Eastern Palace',
'Kakariko Gamble Game',
'Kakariko Well Cave',
'Bat Cave Cave',
'Elder House (East)',
'Elder House (West)',
'North Fairy Cave',
'Lost Woods Hideout Stump',
'Lumberjack Tree Cave',
'Two Brothers House (East)',
'Sanctuary',
'Hyrule Castle Entrance (South)',
'Hyrule Castle Secret Entrance Stairs']
LW_walkable_entrances = ['Dark Lake Hylia Ledge Fairy',
'Dark Lake Hylia Ledge Spike Cave',
'Dark Lake Hylia Ledge Hint',
'Mire Shed',
'Dark Desert Hint',
'Dark Desert Fairy',
'Misery Mire']
Northern_DW_entrances = ['Brewery',
'C-Shaped House',
'Chest Game',
'Dark World Hammer Peg Cave',
'Red Shield Shop',
'Dark Sanctuary Hint',
'Fortune Teller (Dark)',
'Dark World Shop',
'Dark World Lumberjack Shop',
'Thieves Town',
'Skull Woods First Section Door',
'Skull Woods Second Section Door (East)']
Southern_DW_entrances = ['Hype Cave',
'Bonk Fairy (Dark)',
'Archery Game',
'Big Bomb Shop',
'Dark Lake Hylia Shop',
'Swamp Palace']
Isolated_DW_entrances = ['Spike Cave',
'Cave Shop (Dark Death Mountain)',
'Dark Death Mountain Fairy',
'Mimic Cave',
'Skull Woods Second Section Door (West)',
'Skull Woods Final Section',
'Ice Palace',
'Turtle Rock',
'Dark Death Mountain Ledge (West)',
'Dark Death Mountain Ledge (East)',
'Bumper Cave (Top)',
'Superbunny Cave (Top)',
'Superbunny Cave (Bottom)',
'Hookshot Cave',
'Ganons Tower',
'Turtle Rock Isolated Ledge Entrance',
'Hookshot Cave Back Entrance']
Isolated_LW_entrances = ['Capacity Upgrade',
'Tower of Hera',
'Death Mountain Return Cave (West)',
'Paradox Cave (Top)',
'Fairy Ascension Cave (Top)',
'Spiral Cave',
'Desert Palace Entrance (East)']
West_LW_DM_entrances = ['Old Man Cave (East)',
'Old Man House (Bottom)',
'Old Man House (Top)',
'Death Mountain Return Cave (East)',
'Spectacle Rock Cave Peak',
'Spectacle Rock Cave',
'Spectacle Rock Cave (Bottom)']
East_LW_DM_entrances = ['Paradox Cave (Bottom)',
'Paradox Cave (Middle)',
'Hookshot Fairy',
'Spiral Cave (Bottom)']
Mirror_from_SDW_entrances = ['Two Brothers House (West)',
'Cave 45']
Castle_ledge_entrances = ['Hyrule Castle Entrance (West)',
'Hyrule Castle Entrance (East)',
'Agahnims Tower']
Desert_mirrorable_ledge_entrances = ['Desert Palace Entrance (West)',
'Desert Palace Entrance (North)',
'Desert Palace Entrance (South)',
'Checkerboard Cave']
set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_reach('Pyramid Area', 'Region', player) or 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('Pyramid Area', 'Region', player) or 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
def cross_peg_bridge(state):
return state.has('Hammer', player) and state.has_Pearl(player)
#crossing peg bridge starting from the southern dark world
def cross_peg_bridge(state):
return state.has('Hammer', player) and state.has_Pearl(player)
# returning via the eastern and southern teleporters needs the same items, so we use the southern teleporter for out routing.
# crossing preg bridge already requires hammer so we just add the gloves to the requirement
def southern_teleporter(state):
return state.can_lift_rocks(player) and cross_peg_bridge(state)
# returning via the eastern and southern teleporters needs the same items, so we use the southern teleporter for out routing.
# crossing preg bridge already requires hammer so we just add the gloves to the requirement
def southern_teleporter(state):
return state.can_lift_rocks(player) and cross_peg_bridge(state)
# the basic routes assume you can reach eastern light world with the bomb.
# you can then use the southern teleporter, or (if you have beaten Aga1) the hyrule castle gate warp
def basic_routes(state):
return southern_teleporter(state) or state.has('Beat Agahnim 1', player)
# the basic routes assume you can reach eastern light world with the bomb.
# you can then use the southern teleporter, or (if you have beaten Aga1) the hyrule castle gate warp
def basic_routes(state):
return southern_teleporter(state) or state.has('Beat Agahnim 1', player)
# Key for below abbreviations:
# P = pearl
# A = Aga1
# H = hammer
# M = Mirror
# G = Glove
# Key for below abbreviations:
# P = pearl
# A = Aga1
# H = hammer
# M = Mirror
# G = Glove
if bombshop_entrance.name in Normal_LW_entrances:
#1. basic routes
#2. Can reach Eastern dark world some other way, mirror, get bomb, return to mirror spot, walk to pyramid: Needs mirror
# -> M or BR
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:
#1. Mirror then basic routes
# -> M and BR
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:
#1. Mirror and basic routes
#2. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl
# -> (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)))
elif bombshop_entrance.name == 'Bumper Cave (Bottom)':
#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)
#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))
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:
#1. Mirror and enter via gate: Need mirror and Aga1
#2. cross peg bridge: Need hammer and moon pearl
# -> 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)))
elif bombshop_entrance.name in Isolated_DW_entrances:
# 1. mirror then flute then basic routes
# -> M and Flute and BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and state.can_flute(player) and basic_routes(state))
elif bombshop_entrance.name in Isolated_LW_entrances:
# 1. flute then basic routes
# Prexisting mirror spot is not permitted, because mirror might have been needed to reach these isolated locations.
# -> Flute and BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and basic_routes(state))
elif bombshop_entrance.name in West_LW_DM_entrances:
# 1. flute then basic routes or mirror
# Prexisting mirror spot is permitted, because flute can be used to reach west DM directly.
# -> Flute and (M or BR)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('West Death Mountain (Bottom)', 'Region', player))
elif bombshop_entrance.name in East_LW_DM_entrances:
# 1. flute then basic routes or mirror and hookshot
# Prexisting mirror spot is permitted, because flute can be used to reach west DM directly and then east DM via Hookshot
# -> Flute and ((M and Hookshot) or BR)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Death Mountain (Bottom)', 'Region', player))
elif bombshop_entrance.name == 'Fairy Ascension Cave (Bottom)':
# Same as East_LW_DM_entrances except navigation without BR requires Mitts
# -> Flute and ((M and Hookshot and Mitts) or BR)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Death Mountain (Bottom)', 'Region', player) and state.can_lift_heavy_rocks(player))
elif bombshop_entrance.name in Castle_ledge_entrances:
# 1. mirror on pyramid to castle ledge, grab bomb, return through mirror spot: Needs mirror
# 2. flute then basic routes
# -> M or (Flute and BR)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Hyrule Castle Ledge', 'Region', player))
elif bombshop_entrance.name in Desert_mirrorable_ledge_entrances:
# Cases when you have mire access: Mirror to reach locations, return via mirror spot, move to center of desert, mirror anagin and:
# 1. Have mire access, Mirror to reach locations, return via mirror spot, move to center of desert, mirror again and then basic routes
# 2. flute then basic routes
# -> (Mire access and M) or Flute) and BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Desert Ledge', 'Region', player))
elif bombshop_entrance.name == 'Old Man Cave (West)':
# 1. Lift rock then basic_routes
# 2. flute then basic_routes
# -> (Flute or G) and BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Death Mountain Entrance', 'Region', player))
elif bombshop_entrance.name == 'Graveyard Cave':
# 1. flute then basic routes
# 2. (has west dark world access) use existing mirror spot (required Pearl), mirror again off ledge
# -> (Flute or (M and P and West Dark World access) and BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.can_reach('Dark Graveyard Area', 'Region', player) and state.has_Pearl(player) and state.has_Mirror(player))) and basic_routes(state))
elif bombshop_entrance.name in Mirror_from_SDW_entrances:
# 1. flute then basic routes
# 2. (has South dark world access) use existing mirror spot, mirror again off ledge
# -> (Flute or (M and South Dark World access) and BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.can_reach('Pyramid Area', 'Region', player) and state.has_Mirror(player))) and basic_routes(state))
elif bombshop_entrance.name == 'Dark World Potion Shop':
# 1. walk down by lifting rock: needs gloves and pearl`
# 2. walk down by hammering peg: needs hammer and pearl
# 3. mirror and basic routes
# -> (P and (H or Gloves)) or (M and BR)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Dark Witch Area', 'Region', player))
elif bombshop_entrance.name == 'Kings Grave':
# same as the Normal_LW_entrances case except that the pre-existing mirror is only possible if you have mitts
# (because otherwise mirror was used to reach the grave, so would cancel a pre-existing mirror spot)
# to account for insanity, must consider a way to escape without a cave for basic_routes
# -> (M and Mitts) or ((Mitts or Flute or (M and P and West Dark World access)) and BR)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) or state.can_flute(player) or (state.can_reach('Dark Graveyard Area', 'Region', player) and state.has_Pearl(player) and state.has_Mirror(player))))
elif bombshop_entrance.name == 'Waterfall of Wishing':
# same as the Normal_LW_entrances case except in insanity it's possible you could be here without Flippers which
# means you need an escape route of either Flippers or Flute
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.has('Flippers', player) or state.can_flute(player)))
#TODO: Fix red bomb rules, artifically adding a bunch of rules to help reduce unbeatable seeds in OW shuffle
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False)
#add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Pyramid Area', 'Region', player))
#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)))
if bombshop_entrance.name in Normal_LW_entrances:
#1. basic routes
#2. Can reach Eastern dark world some other way, mirror, get bomb, return to mirror spot, walk to pyramid: Needs mirror
# -> M or BR
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:
#1. Mirror then basic routes
# -> M and BR
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:
#1. Mirror and basic routes
#2. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl
# -> (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)))
elif bombshop_entrance.name == 'Bumper Cave (Bottom)':
#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)
#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))
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:
#1. Mirror and enter via gate: Need mirror and Aga1
#2. cross peg bridge: Need hammer and moon pearl
# -> 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)))
elif bombshop_entrance.name in Isolated_DW_entrances:
# 1. mirror then flute then basic routes
# -> M and Flute and BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and state.can_flute(player) and basic_routes(state))
elif bombshop_entrance.name in Isolated_LW_entrances:
# 1. flute then basic routes
# Prexisting mirror spot is not permitted, because mirror might have been needed to reach these isolated locations.
# -> Flute and BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and basic_routes(state))
elif bombshop_entrance.name in West_LW_DM_entrances:
# 1. flute then basic routes or mirror
# Prexisting mirror spot is permitted, because flute can be used to reach west DM directly.
# -> Flute and (M or BR)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('West Death Mountain (Bottom)', 'Region', player))
elif bombshop_entrance.name in East_LW_DM_entrances:
# 1. flute then basic routes or mirror and hookshot
# Prexisting mirror spot is permitted, because flute can be used to reach west DM directly and then east DM via Hookshot
# -> Flute and ((M and Hookshot) or BR)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Death Mountain (Bottom)', 'Region', player))
elif bombshop_entrance.name == 'Fairy Ascension Cave (Bottom)':
# Same as East_LW_DM_entrances except navigation without BR requires Mitts
# -> Flute and ((M and Hookshot and Mitts) or BR)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Death Mountain (Bottom)', 'Region', player) and state.can_lift_heavy_rocks(player))
elif bombshop_entrance.name in Castle_ledge_entrances:
# 1. mirror on pyramid to castle ledge, grab bomb, return through mirror spot: Needs mirror
# 2. flute then basic routes
# -> M or (Flute and BR)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Hyrule Castle Ledge', 'Region', player))
elif bombshop_entrance.name in Desert_mirrorable_ledge_entrances:
# Cases when you have mire access: Mirror to reach locations, return via mirror spot, move to center of desert, mirror anagin and:
# 1. Have mire access, Mirror to reach locations, return via mirror spot, move to center of desert, mirror again and then basic routes
# 2. flute then basic routes
# -> (Mire access and M) or Flute) and BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Desert Ledge', 'Region', player))
elif bombshop_entrance.name == 'Old Man Cave (West)':
# 1. Lift rock then basic_routes
# 2. flute then basic_routes
# -> (Flute or G) and BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Death Mountain Entrance', 'Region', player))
elif bombshop_entrance.name == 'Graveyard Cave':
# 1. flute then basic routes
# 2. (has west dark world access) use existing mirror spot (required Pearl), mirror again off ledge
# -> (Flute or (M and P and West Dark World access) and BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.can_reach('Dark Graveyard Area', 'Region', player) and state.has_Pearl(player) and state.has_Mirror(player))) and basic_routes(state))
elif bombshop_entrance.name in Mirror_from_SDW_entrances:
# 1. flute then basic routes
# 2. (has South dark world access) use existing mirror spot, mirror again off ledge
# -> (Flute or (M and South Dark World access) and BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.can_reach('Pyramid Area', 'Region', player) and state.has_Mirror(player))) and basic_routes(state))
elif bombshop_entrance.name == 'Dark World Potion Shop':
# 1. walk down by lifting rock: needs gloves and pearl`
# 2. walk down by hammering peg: needs hammer and pearl
# 3. mirror and basic routes
# -> (P and (H or Gloves)) or (M and BR)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Dark Witch Area', 'Region', player))
elif bombshop_entrance.name == 'Kings Grave':
# same as the Normal_LW_entrances case except that the pre-existing mirror is only possible if you have mitts
# (because otherwise mirror was used to reach the grave, so would cancel a pre-existing mirror spot)
# to account for insanity, must consider a way to escape without a cave for basic_routes
# -> (M and Mitts) or ((Mitts or Flute or (M and P and West Dark World access)) and BR)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) or state.can_flute(player) or (state.can_reach('Dark Graveyard Area', 'Region', player) and state.has_Pearl(player) and state.has_Mirror(player))))
elif bombshop_entrance.name == 'Waterfall of Wishing':
# same as the Normal_LW_entrances case except in insanity it's possible you could be here without Flippers which
# means you need an escape route of either Flippers or Flute
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.has('Flippers', player) or state.can_flute(player)))
#TODO: Fix red bomb rules, artifically adding a bunch of rules to help reduce unbeatable seeds in OW shuffle
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False)
#add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Pyramid Area', 'Region', player))
#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)))
def set_inverted_big_bomb_rules(world, player):
bombshop_entrance = world.get_region('Big Bomb Shop', player).entrances[0]