Add quarry combat logic

This commit is contained in:
Scipio Wright
2024-07-11 16:17:43 -04:00
committed by GitHub
parent c0bfeb1ce6
commit f611bf046c

View File

@@ -840,19 +840,19 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_
regions["Quarry Portal"].connect(
connecting_region=regions["Quarry Entry"])
regions["Quarry Entry"].connect(
quarry_entry_to_main = regions["Quarry Entry"].connect(
connecting_region=regions["Quarry"],
rule=lambda state: state.has(fire_wand, player) or has_sword(state, player))
regions["Quarry"].connect(
connecting_region=regions["Quarry Entry"])
regions["Quarry Back"].connect(
quarry_back_to_main = regions["Quarry Back"].connect(
connecting_region=regions["Quarry"],
rule=lambda state: state.has(fire_wand, player) or has_sword(state, player))
regions["Quarry"].connect(
connecting_region=regions["Quarry Back"])
regions["Quarry Monastery Entry"].connect(
monastery_to_quarry_main = regions["Quarry Monastery Entry"].connect(
connecting_region=regions["Quarry"],
rule=lambda state: state.has(fire_wand, player) or has_sword(state, player))
regions["Quarry"].connect(
@@ -889,7 +889,7 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_
connecting_region=regions["Lower Quarry Zig Door"],
rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_hard, state, world))
regions["Monastery Front"].connect(
monastery_front_to_back = regions["Monastery Front"].connect(
connecting_region=regions["Monastery Back"])
# laurels through the gate, no setup needed
regions["Monastery Back"].connect(
@@ -1233,6 +1233,15 @@ def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_
set_rule(wg_checkpoint_to_before_boss,
lambda state: has_combat_reqs("West Garden", state, player))
set_rule(quarry_entry_to_main,
lambda state: has_combat_reqs("Quarry", state, player))
set_rule(quarry_back_to_main,
lambda state: has_combat_reqs("Quarry", state, player))
set_rule(monastery_to_quarry_main,
lambda state: has_combat_reqs("Quarry", state, player))
set_rule(monastery_front_to_back,
lambda state: has_combat_reqs("Quarry", state, player))
# for spots where you can go into and come out of an entrance to reset enemy aggro
if world.options.entrance_rando:
dagger_entry_paired_name, dagger_entry_paired_region = get_paired_portal("Archipelagos Redux, Archipelagos_house_")