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https://github.com/ArchipelagoMW/Archipelago.git
synced 2026-03-30 00:03:28 -07:00
Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off
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@@ -499,7 +499,7 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_
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rule=lambda state: has_ladder("Ladders in Well", state, world)
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and (has_melee(state, player) or state.has(fire_wand, player)))
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regions["Well Boss"].connect(
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well_boss_to_dt = regions["Well Boss"].connect(
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connecting_region=regions["Dark Tomb Checkpoint"])
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# can laurels through the gate, no setup needed
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regions["Dark Tomb Checkpoint"].connect(
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@@ -1274,13 +1274,21 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_
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or has_combat_reqs("East Forest", state, player))
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set_rule(ow_tunnel_beach,
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lambda state: has_combat_reqs("East Forest", state, player))
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add_rule(atoll_statue,
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lambda state: has_combat_reqs("Ruined Atoll", state, player))
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set_rule(frogs_front_to_main,
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lambda state: has_combat_reqs("Frog's Domain", state, player))
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set_rule(btw_front_main,
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lambda state: state.has(laurels, player) or has_combat_reqs("Beneath the Well", state, player))
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set_rule(btw_back_main,
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lambda state: has_ladder("Ladders in Well", state, world)
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and (state.has(laurels, player) or has_combat_reqs("Beneath the Well", state, player)))
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set_rule(well_boss_to_dt,
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lambda state: has_combat_reqs("Beneath the Well", state, player)
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or laurels_zip(state, world))
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add_rule(dt_entry_to_upper,
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lambda state: has_combat_reqs("Dark Tomb", state, player))
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add_rule(dt_exit_to_main,
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@@ -1306,13 +1314,9 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_
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add_rule(fort_upper_lower,
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lambda state: state.has(ice_dagger, player)
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or has_combat_reqs("Eastern Vault Fortress", state, player))
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set_rule(fort_grave_entry_to_combat,
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lambda state: has_combat_reqs("Eastern Vault Fortress", state, player))
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set_rule(frogs_front_to_main,
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lambda state: has_combat_reqs("Frog's Domain", state, player))
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set_rule(quarry_entry_to_main,
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lambda state: has_combat_reqs("Quarry", state, player))
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set_rule(quarry_back_to_main,
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