Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off

This commit is contained in:
Scipio Wright
2024-07-27 17:16:40 -04:00
parent 37560385cb
commit 640ec8a835

View File

@@ -499,7 +499,7 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_
rule=lambda state: has_ladder("Ladders in Well", state, world)
and (has_melee(state, player) or state.has(fire_wand, player)))
regions["Well Boss"].connect(
well_boss_to_dt = regions["Well Boss"].connect(
connecting_region=regions["Dark Tomb Checkpoint"])
# can laurels through the gate, no setup needed
regions["Dark Tomb Checkpoint"].connect(
@@ -1274,13 +1274,21 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_
or has_combat_reqs("East Forest", state, player))
set_rule(ow_tunnel_beach,
lambda state: has_combat_reqs("East Forest", state, player))
add_rule(atoll_statue,
lambda state: has_combat_reqs("Ruined Atoll", state, player))
set_rule(frogs_front_to_main,
lambda state: has_combat_reqs("Frog's Domain", state, player))
set_rule(btw_front_main,
lambda state: state.has(laurels, player) or has_combat_reqs("Beneath the Well", state, player))
set_rule(btw_back_main,
lambda state: has_ladder("Ladders in Well", state, world)
and (state.has(laurels, player) or has_combat_reqs("Beneath the Well", state, player)))
set_rule(well_boss_to_dt,
lambda state: has_combat_reqs("Beneath the Well", state, player)
or laurels_zip(state, world))
add_rule(dt_entry_to_upper,
lambda state: has_combat_reqs("Dark Tomb", state, player))
add_rule(dt_exit_to_main,
@@ -1306,13 +1314,9 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_
add_rule(fort_upper_lower,
lambda state: state.has(ice_dagger, player)
or has_combat_reqs("Eastern Vault Fortress", state, player))
set_rule(fort_grave_entry_to_combat,
lambda state: has_combat_reqs("Eastern Vault Fortress", state, player))
set_rule(frogs_front_to_main,
lambda state: has_combat_reqs("Frog's Domain", state, player))
set_rule(quarry_entry_to_main,
lambda state: has_combat_reqs("Quarry", state, player))
set_rule(quarry_back_to_main,