Combat logic for cathedral to elevator

This commit is contained in:
Scipio Wright
2024-07-12 09:10:54 -04:00
committed by GitHub
parent 5b88cb0964
commit 228c6254ec

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@@ -1024,6 +1024,14 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_
regions["Swamp Hero's Grave Region"].connect(
connecting_region=regions["Back of Swamp"])
cath_to_elev = regions["Cathedral"].connect(
connecting_region=regions["Cathedral to Gauntlet"],
rule=lambda state: (has_ability(prayer, state, world)
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
or options.entrance_rando) # elevator is always there in ER
regions["Cathedral to Gauntlet"].connect(
connecting_region=regions["Cathedral"])
regions["Cathedral Gauntlet Checkpoint"].connect(
connecting_region=regions["Cathedral Gauntlet"])
@@ -1265,6 +1273,12 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_
set_rule(monastery_front_to_back,
lambda state: has_combat_reqs("Quarry", state, player))
# only activating the fuse requires combat logic
set_rule(cath_to_elev,
lambda state: options.entrance_rando
or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
or (has_ability(prayer, state, world) and has_combat_reqs("Cathedral", state, player)))
# for spots where you can go into and come out of an entrance to reset enemy aggro
if world.options.entrance_rando:
# for the chest outside of magic dagger house