diff --git a/worlds/tunic/er_rules.py b/worlds/tunic/er_rules.py index 542c1b843b..c72707a9f4 100644 --- a/worlds/tunic/er_rules.py +++ b/worlds/tunic/er_rules.py @@ -764,7 +764,7 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_ rule=lambda state: state.has(laurels, player) or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world)) - regions["Fortress Courtyard Upper"].connect( + fort_upper_lower = regions["Fortress Courtyard Upper"].connect( connecting_region=regions["Fortress Courtyard"]) # nmg: can ice grapple to the upper ledge regions["Fortress Courtyard"].connect( @@ -1300,6 +1300,10 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_ add_rule(btv_back_to_main, lambda state: has_combat_reqs("Beneath the Vault", state, player)) + 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)) @@ -1634,34 +1638,36 @@ def set_er_location_rules(world: "TunicWorld") -> None: set_rule(multiworld.get_location("Shop - Coin 2", player), lambda state: has_sword(state, player)) - def combat_logic_to_loc(loc_name: str, combat_req_area: str, set_instead_of_add: bool = False) -> None: - if set_instead_of_add: + def combat_logic_to_loc(loc_name: str, combat_req_area: str, set_instead: bool = False, + dagger: bool = False) -> None: + # dagger_instead means you can just use magic dagger instead of combat for that check + if set_instead: set_rule(multiworld.get_location(loc_name, player), # someome tell me if you need to do the p=player and c=combat_req_area, lambdas scary - lambda state, p=player, c=combat_req_area: has_combat_reqs(c, state, p)) + lambda state, p=player, c=combat_req_area, d=dagger: has_combat_reqs(c, state, p) + or (state.has(ice_dagger, player) if d else True)) else: add_rule(multiworld.get_location(loc_name, player), - lambda state, p=player, c=combat_req_area: has_combat_reqs(c, state, p)) + lambda state, p=player, c=combat_req_area, d=dagger: has_combat_reqs(c, state, p) + or (state.has(ice_dagger, player) if d else True)) if world.options.combat_logic >= CombatLogic.option_bosses_only: # garden knight is in the regions part above - combat_logic_to_loc("Fortress Arena - Siege Engine/Vault Key Pickup", "Siege Engine", True) - combat_logic_to_loc("Librarian - Hexagon Green", "The Librarian", True) - combat_logic_to_loc("Rooted Ziggurat Lower - Hexagon Blue", "Boss Scavenger", True) - combat_logic_to_loc("Cathedral Gauntlet - Gauntlet Reward", "Gauntlet", True) + combat_logic_to_loc("Fortress Arena - Siege Engine/Vault Key Pickup", "Siege Engine", set_instead=True) + combat_logic_to_loc("Librarian - Hexagon Green", "The Librarian", set_instead=True) + combat_logic_to_loc("Rooted Ziggurat Lower - Hexagon Blue", "Boss Scavenger", set_instead=True) + combat_logic_to_loc("Cathedral Gauntlet - Gauntlet Reward", "Gauntlet", set_instead=True) - # todo: come back add add dagger to checks that can be reasonably done with dagger if world.options.combat_logic == CombatLogic.option_on: combat_logic_to_loc("Overworld - [Northeast] Flowers Holy Cross", "Garden Knight") - combat_logic_to_loc("Overworld - [Northwest] Chest Near Quarry Gate", "Before Well") - combat_logic_to_loc("Overworld - [Northeast] Chest Above Patrol Cave", "Garden Knight") - combat_logic_to_loc("Overworld - [Southwest] West Beach Guarded By Turret", "Overworld") + combat_logic_to_loc("Overworld - [Northwest] Chest Near Quarry Gate", "Before Well", dagger=True) + combat_logic_to_loc("Overworld - [Northeast] Chest Above Patrol Cave", "Garden Knight", dagger=True) + combat_logic_to_loc("Overworld - [Southwest] West Beach Guarded By Turret", "Overworld", dagger=True) combat_logic_to_loc("Overworld - [Southwest] West Beach Guarded By Turret 2", "Overworld") - combat_logic_to_loc("Overworld - [Southwest] Bombable Wall Near Fountain", "East Forest") - combat_logic_to_loc("Overworld - [Southwest] Bombable Wall Near Fountain", "East Forest") - combat_logic_to_loc("Overworld - [Southwest] Fountain Holy Cross", "East Forest") - combat_logic_to_loc("Overworld - [Southwest] South Chest Near Guard", "East Forest") - combat_logic_to_loc("Overworld - [Southwest] Tunnel Guarded By Turret", "East Forest") + combat_logic_to_loc("Overworld - [Southwest] Bombable Wall Near Fountain", "East Forest", dagger=True) + combat_logic_to_loc("Overworld - [Southwest] Fountain Holy Cross", "East Forest", dagger=True) + combat_logic_to_loc("Overworld - [Southwest] South Chest Near Guard", "East Forest", dagger=True) + combat_logic_to_loc("Overworld - [Southwest] Tunnel Guarded By Turret", "East Forest", dagger=True) combat_logic_to_loc("Overworld - [Northwest] Chest Near Turret", "Before Well") add_rule(multiworld.get_location("Hourglass Cave - Hourglass Chest", player), @@ -1674,14 +1680,14 @@ def set_er_location_rules(world: "TunicWorld") -> None: # the first spider chest they literally do not attack you until you open the chest # the second one, you can still just walk past them, but I guess /something/ would be wanted - combat_logic_to_loc("East Forest - Beneath Spider Chest", "East Forest") - combat_logic_to_loc("East Forest - Golden Obelisk Holy Cross", "East Forest") - combat_logic_to_loc("East Forest - Dancing Fox Spirit Holy Cross", "East Forest") - combat_logic_to_loc("East Forest - From Guardhouse 1 Chest", "East Forest") - combat_logic_to_loc("East Forest - Above Save Point", "East Forest") - combat_logic_to_loc("East Forest - Above Save Point Obscured", "East Forest") - combat_logic_to_loc("Forest Grave Path - Above Gate", "East Forest") - combat_logic_to_loc("Forest Grave Path - Obscured Chest", "East Forest") + combat_logic_to_loc("East Forest - Beneath Spider Chest", "East Forest", dagger=True) + combat_logic_to_loc("East Forest - Golden Obelisk Holy Cross", "East Forest", dagger=True) + combat_logic_to_loc("East Forest - Dancing Fox Spirit Holy Cross", "East Forest", dagger=True) + combat_logic_to_loc("East Forest - From Guardhouse 1 Chest", "East Forest", dagger=True) + combat_logic_to_loc("East Forest - Above Save Point", "East Forest", dagger=True) + combat_logic_to_loc("East Forest - Above Save Point Obscured", "East Forest", dagger=True) + combat_logic_to_loc("Forest Grave Path - Above Gate", "East Forest", dagger=True) + combat_logic_to_loc("Forest Grave Path - Obscured Chest", "East Forest", dagger=True) # most of beneath the well is covered by the region access rule combat_logic_to_loc("Beneath the Well - [Entryway] Chest", "Beneath the Well") @@ -1696,16 +1702,18 @@ def set_er_location_rules(world: "TunicWorld") -> None: combat_logic_to_loc("West Garden - [Central Lowlands] Chest Beneath Save Point", "West Garden") combat_logic_to_loc("West Garden - [West Highlands] Upper Left Walkway", "West Garden") - # the other ones are just too easy to get imo, this one at least requires you to walk past spiders - combat_logic_to_loc("Beneath the Fortress - Bridge", "Beneath the Vault", True) + # all the beneath the vault ones are really trivial, but since gun is in logic now, might as well + add_rule(multiworld.get_location("Beneath the Fortress - Bridge", player), + lambda state: state.has("Gun", player), + combine="or") - combat_logic_to_loc("Eastern Vault Fortress - [West Wing] Candles Holy Cross", "Eastern Vault Fortress") + combat_logic_to_loc("Eastern Vault Fortress - [West Wing] Candles Holy Cross", "Eastern Vault Fortress", dagger=True) # could just do the last two, but this outputs better in the spoiler log + # dagger is maybe viable here, but it's sketchy -- activate ladder switch, save to reset enemies, climb up combat_logic_to_loc("Upper and Central Fortress Exterior Fuses", "Eastern Vault Fortress") combat_logic_to_loc("Beneath the Vault Fuse", "Beneath the Vault") combat_logic_to_loc("Eastern Vault West Fuses", "Eastern Vault Fortress") - combat_logic_to_loc("Eastern Vault East Fuse", "Eastern Vault Fortress") # can get this one without fighting if you have laurels add_rule(multiworld.get_location("Frog's Domain - Above Vault", player), @@ -1721,11 +1729,10 @@ def set_er_location_rules(world: "TunicWorld") -> None: and has_combat_reqs("Rooted Ziggurat", state, player)) # replace the sword rule with this one - combat_logic_to_loc("Swamp - [South Graveyard] 4 Orange Skulls", "Swamp", True) - combat_logic_to_loc("Swamp - [South Graveyard] Above Big Skeleton", "Swamp") - # the tentacles deal with everything else reasonably, so you just have to fight them - # todo: revisit, should it be fine since this is a knowledge check (get on island to stop tentacles) - combat_logic_to_loc("Swamp - [South Graveyard] Guarded By Tentacles", "Swamp", True) + combat_logic_to_loc("Swamp - [South Graveyard] 4 Orange Skulls", "Swamp", set_instead=True) + # don't really agree with this one but eh + combat_logic_to_loc("Swamp - [South Graveyard] Above Big Skeleton", "Swamp", dagger=True) + # the tentacles deal with everything else reasonably, and you can hide on the island, so no rule for it add_rule(multiworld.get_location("Swamp - [South Graveyard] Obscured Beneath Telescope", player), lambda state: state.has(laurels, player) # can dash from swamp mid to here and grab it or has_combat_reqs("Swamp", state, player))