from typing import Dict, Set, Tuple, Optional, TYPE_CHECKING from worlds.generic.Rules import set_rule, forbid_item from .options import IceGrappling, LadderStorage from .rules import (has_ability, has_sword, has_stick, has_ice_grapple_logic, has_lantern, has_mask, can_ladder_storage, laurels_zip) from .er_data import Portal from .ladder_storage_data import ow_ladder_groups, region_ladders, easy_ls, medium_ls, hard_ls from BaseClasses import Region, CollectionState if TYPE_CHECKING: from . import TunicWorld laurels = "Hero's Laurels" grapple = "Magic Orb" ice_dagger = "Magic Dagger" fire_wand = "Magic Wand" lantern = "Lantern" fairies = "Fairy" coins = "Golden Coin" prayer = "Pages 24-25 (Prayer)" holy_cross = "Pages 42-43 (Holy Cross)" icebolt = "Pages 52-53 (Icebolt)" key = "Key" house_key = "Old House Key" vault_key = "Fortress Vault Key" mask = "Scavenger Mask" red_hexagon = "Red Questagon" green_hexagon = "Green Questagon" blue_hexagon = "Blue Questagon" gold_hexagon = "Gold Questagon" def has_ladder(ladder: str, state: CollectionState, world: "TunicWorld") -> bool: return not world.options.shuffle_ladders or state.has(ladder, world.player) def set_er_region_rules(world: "TunicWorld", regions: Dict[str, Region], portal_pairs: Dict[Portal, Portal]) -> None: player = world.player options = world.options regions["Menu"].connect( connecting_region=regions["Overworld"]) # Overworld regions["Overworld"].connect( connecting_region=regions["Overworld Holy Cross"], rule=lambda state: has_ability(holy_cross, state, world)) # grapple on the west side, down the stairs from moss wall, across from ruined shop regions["Overworld"].connect( connecting_region=regions["Overworld Beach"], rule=lambda state: has_ladder("Ladders in Overworld Town", state, world) or state.has_any({laurels, grapple}, player)) regions["Overworld Beach"].connect( connecting_region=regions["Overworld"], rule=lambda state: has_ladder("Ladders in Overworld Town", state, world) or state.has_any({laurels, grapple}, player)) regions["Overworld Beach"].connect( connecting_region=regions["Overworld West Garden Laurels Entry"], rule=lambda state: state.has(laurels, player)) regions["Overworld West Garden Laurels Entry"].connect( connecting_region=regions["Overworld Beach"], rule=lambda state: state.has(laurels, player)) regions["Overworld Beach"].connect( connecting_region=regions["Overworld to Atoll Upper"], rule=lambda state: has_ladder("Ladder to Ruined Atoll", state, world)) regions["Overworld to Atoll Upper"].connect( connecting_region=regions["Overworld Beach"], rule=lambda state: has_ladder("Ladder to Ruined Atoll", state, world)) regions["Overworld"].connect( connecting_region=regions["Overworld to Atoll Upper"], rule=lambda state: state.has(laurels, player)) regions["Overworld to Atoll Upper"].connect( connecting_region=regions["Overworld"], rule=lambda state: state.has_any({laurels, grapple}, player)) regions["Overworld"].connect( connecting_region=regions["Overworld Belltower"], rule=lambda state: state.has(laurels, player) or (has_ice_grapple_logic(False, state, world) and options.ice_grappling >= IceGrappling.option_medium)) regions["Overworld Belltower"].connect( connecting_region=regions["Overworld"]) # ice grapple rudeling across rubble, drop bridge, ice grapple rudeling down regions["Overworld Belltower"].connect( connecting_region=regions["Overworld to West Garden Upper"], rule=lambda state: has_ladder("Ladders to West Bell", state, world) or (has_ice_grapple_logic(False, state, world) and options.ice_grappling >= IceGrappling.option_hard))) regions["Overworld to West Garden Upper"].connect( connecting_region=regions["Overworld Belltower"], rule=lambda state: has_ladder("Ladders to West Bell", state, world)) regions["Overworld Belltower"].connect( connecting_region=regions["Overworld Belltower at Bell"], rule=lambda state: has_ladder("Ladders to West Bell", state, world)) # long dong, do not make a reverse connection here or to belltower, maybe readd later # regions["Overworld above Patrol Cave"].connect( # connecting_region=regions["Overworld Belltower at Bell"], # rule=lambda state: options.logic_rules and state.has(fire_wand, player)) # can laurels through the ruined passage door at either corner regions["Overworld"].connect( connecting_region=regions["Overworld Ruined Passage Door"], rule=lambda state: state.has(key, player, 2) or laurels_zip(state, world)) regions["Overworld Ruined Passage Door"].connect( connecting_region=regions["Overworld"], rule=lambda state: laurels_zip(state, world)) regions["Overworld"].connect( connecting_region=regions["After Ruined Passage"], rule=lambda state: has_ladder("Ladders near Weathervane", state, world) or has_ice_grapple_logic(True, state, world)) regions["After Ruined Passage"].connect( connecting_region=regions["Overworld"], rule=lambda state: has_ladder("Ladders near Weathervane", state, world)) regions["Overworld"].connect( connecting_region=regions["Above Ruined Passage"], rule=lambda state: has_ladder("Ladders near Weathervane", state, world) or state.has(laurels, player)) regions["Above Ruined Passage"].connect( connecting_region=regions["Overworld"], rule=lambda state: has_ladder("Ladders near Weathervane", state, world) or state.has(laurels, player)) regions["After Ruined Passage"].connect( connecting_region=regions["Above Ruined Passage"], rule=lambda state: has_ladder("Ladders near Weathervane", state, world)) regions["Above Ruined Passage"].connect( connecting_region=regions["After Ruined Passage"], rule=lambda state: has_ladder("Ladders near Weathervane", state, world)) regions["Above Ruined Passage"].connect( connecting_region=regions["East Overworld"], rule=lambda state: has_ladder("Ladders near Weathervane", state, world) or has_ice_grapple_logic(True, state, world)) regions["East Overworld"].connect( connecting_region=regions["Above Ruined Passage"], rule=lambda state: has_ladder("Ladders near Weathervane", state, world) or state.has(laurels, player)) # nmg: ice grapple the slimes, works both ways consistently regions["East Overworld"].connect( connecting_region=regions["After Ruined Passage"], rule=lambda state: has_ice_grapple_logic(True, state, world)) regions["After Ruined Passage"].connect( connecting_region=regions["East Overworld"], rule=lambda state: has_ice_grapple_logic(True, state, world)) regions["Overworld"].connect( connecting_region=regions["East Overworld"], rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world) or has_ice_grapple_logic(True, state, world)) regions["East Overworld"].connect( connecting_region=regions["Overworld"], rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world)) regions["East Overworld"].connect( connecting_region=regions["Overworld at Patrol Cave"]) regions["Overworld at Patrol Cave"].connect( connecting_region=regions["East Overworld"], rule=lambda state: state.has(laurels, player)) regions["Overworld at Patrol Cave"].connect( connecting_region=regions["Overworld above Patrol Cave"], rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world) or has_ice_grapple_logic(True, state, world)) regions["Overworld above Patrol Cave"].connect( connecting_region=regions["Overworld at Patrol Cave"], rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world)) regions["Overworld"].connect( connecting_region=regions["Overworld above Patrol Cave"], rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world) or state.has(grapple, player)) regions["Overworld above Patrol Cave"].connect( connecting_region=regions["Overworld"], rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world)) regions["East Overworld"].connect( connecting_region=regions["Overworld above Patrol Cave"], rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world) or has_ice_grapple_logic(True, state, world)) regions["Overworld above Patrol Cave"].connect( connecting_region=regions["East Overworld"], rule=lambda state: has_ladder("Ladders near Overworld Checkpoint", state, world)) regions["Overworld above Patrol Cave"].connect( connecting_region=regions["Upper Overworld"], rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world) or has_ice_grapple_logic(True, state, world)) regions["Upper Overworld"].connect( connecting_region=regions["Overworld above Patrol Cave"], rule=lambda state: has_ladder("Ladders near Patrol Cave", state, world) or state.has(grapple, player)) regions["Upper Overworld"].connect( connecting_region=regions["Overworld above Quarry Entrance"], rule=lambda state: state.has_any({grapple, laurels}, player)) regions["Overworld above Quarry Entrance"].connect( connecting_region=regions["Upper Overworld"], rule=lambda state: state.has_any({grapple, laurels}, player)) regions["Upper Overworld"].connect( connecting_region=regions["Overworld after Temple Rafters"], rule=lambda state: has_ladder("Ladder near Temple Rafters", state, world)) regions["Overworld after Temple Rafters"].connect( connecting_region=regions["Upper Overworld"], rule=lambda state: has_ladder("Ladder near Temple Rafters", state, world) or has_ice_grapple_logic(True, state, world)) regions["Overworld above Quarry Entrance"].connect( connecting_region=regions["Overworld"], rule=lambda state: has_ladder("Ladders near Dark Tomb", state, world)) regions["Overworld"].connect( connecting_region=regions["Overworld above Quarry Entrance"], rule=lambda state: has_ladder("Ladders near Dark Tomb", state, world)) regions["Overworld"].connect( connecting_region=regions["Overworld after Envoy"], rule=lambda state: state.has_any({laurels, grapple}, player) or state.has("Sword Upgrade", player, 4)) regions["Overworld after Envoy"].connect( connecting_region=regions["Overworld"], rule=lambda state: state.has_any({laurels, grapple}, player) or state.has("Sword Upgrade", player, 4)) regions["Overworld after Envoy"].connect( connecting_region=regions["Overworld Quarry Entry"], rule=lambda state: has_ladder("Ladder to Quarry", state, world)) regions["Overworld Quarry Entry"].connect( connecting_region=regions["Overworld after Envoy"], rule=lambda state: has_ladder("Ladder to Quarry", state, world)) # ice grapple through the gate regions["Overworld"].connect( connecting_region=regions["Overworld Quarry Entry"], rule=lambda state: has_ice_grapple_logic(False, state, world) and options.ice_grappling >= IceGrappling.option_medium) regions["Overworld Quarry Entry"].connect( connecting_region=regions["Overworld"], rule=lambda state: has_ice_grapple_logic(False, state, world)) regions["Overworld"].connect( connecting_region=regions["Overworld Swamp Upper Entry"], rule=lambda state: state.has(laurels, player)) regions["Overworld Swamp Upper Entry"].connect( connecting_region=regions["Overworld"], rule=lambda state: state.has(laurels, player)) regions["Overworld"].connect( connecting_region=regions["Overworld Swamp Lower Entry"], rule=lambda state: has_ladder("Ladder to Swamp", state, world)) regions["Overworld Swamp Lower Entry"].connect( connecting_region=regions["Overworld"], rule=lambda state: has_ladder("Ladder to Swamp", state, world)) regions["East Overworld"].connect( connecting_region=regions["Overworld Special Shop Entry"], rule=lambda state: state.has(laurels, player)) regions["Overworld Special Shop Entry"].connect( connecting_region=regions["East Overworld"], rule=lambda state: state.has(laurels, player)) regions["Overworld"].connect( connecting_region=regions["Overworld Well Ladder"], rule=lambda state: has_ladder("Ladders in Well", state, world)) regions["Overworld Well Ladder"].connect( connecting_region=regions["Overworld"], rule=lambda state: has_ladder("Ladders in Well", state, world)) # nmg: can ice grapple through the door regions["Overworld"].connect( connecting_region=regions["Overworld Old House Door"], rule=lambda state: state.has(house_key, player) or (has_ice_grapple_logic(False, state, world) and options.ice_grappling >= IceGrappling.option_medium)) # not including ice grapple through this because it's very tedious to get an enemy here regions["Overworld"].connect( connecting_region=regions["Overworld Southeast Cross Door"], rule=lambda state: has_ability(holy_cross, state, world)) regions["Overworld Southeast Cross Door"].connect( connecting_region=regions["Overworld"], rule=lambda state: has_ability(holy_cross, state, world)) # not including ice grapple through this because we're not including it on the other door regions["Overworld"].connect( connecting_region=regions["Overworld Fountain Cross Door"], rule=lambda state: has_ability(holy_cross, state, world) or (has_ice_grapple_logic(False, state, world) and options.ice_grappling == IceGrappling.option_hard)) regions["Overworld Fountain Cross Door"].connect( connecting_region=regions["Overworld"]) regions["Overworld"].connect( connecting_region=regions["Overworld Town Portal"], rule=lambda state: has_ability(prayer, state, world)) regions["Overworld Town Portal"].connect( connecting_region=regions["Overworld"]) regions["Overworld"].connect( connecting_region=regions["Overworld Spawn Portal"], rule=lambda state: has_ability(prayer, state, world)) regions["Overworld Spawn Portal"].connect( connecting_region=regions["Overworld"]) # nmg: ice grapple through temple door regions["Overworld"].connect( connecting_region=regions["Overworld Temple Door"], rule=lambda state: state.has_all({"Ring Eastern Bell", "Ring Western Bell"}, player) or (has_ice_grapple_logic(False, state, world) and options.ice_grappling >= IceGrappling.option_medium)) regions["Overworld Temple Door"].connect( connecting_region=regions["Overworld above Patrol Cave"], rule=lambda state: state.has(grapple, player)) regions["Overworld Tunnel Turret"].connect( connecting_region=regions["Overworld Beach"], rule=lambda state: has_ladder("Ladders in Overworld Town", state, world) or state.has(grapple, player)) regions["Overworld Beach"].connect( connecting_region=regions["Overworld Tunnel Turret"], rule=lambda state: has_ladder("Ladders in Overworld Town", state, world) or has_ice_grapple_logic(True, state, world)) regions["Overworld"].connect( connecting_region=regions["Overworld Tunnel Turret"], rule=lambda state: state.has(laurels, player)) regions["Overworld Tunnel Turret"].connect( connecting_region=regions["Overworld"], rule=lambda state: state.has_any({grapple, laurels}, player)) # Overworld side areas regions["Old House Front"].connect( connecting_region=regions["Old House Back"]) # laurels through the gate, use left wall to space yourself regions["Old House Back"].connect( connecting_region=regions["Old House Front"], rule=lambda state: laurels_zip(state, world)) regions["Sealed Temple"].connect( connecting_region=regions["Sealed Temple Rafters"]) regions["Sealed Temple Rafters"].connect( connecting_region=regions["Sealed Temple"], rule=lambda state: state.has(laurels, player)) regions["Furnace Walking Path"].connect( connecting_region=regions["Furnace Ladder Area"], rule=lambda state: state.has(laurels, player)) regions["Furnace Ladder Area"].connect( connecting_region=regions["Furnace Walking Path"], rule=lambda state: state.has(laurels, player)) regions["Furnace Walking Path"].connect( connecting_region=regions["Furnace Fuse"], rule=lambda state: state.has(laurels, player)) regions["Furnace Fuse"].connect( connecting_region=regions["Furnace Walking Path"], rule=lambda state: state.has(laurels, player)) regions["Furnace Fuse"].connect( connecting_region=regions["Furnace Ladder Area"], rule=lambda state: state.has(laurels, player)) regions["Furnace Ladder Area"].connect( connecting_region=regions["Furnace Fuse"], rule=lambda state: state.has(laurels, player)) regions["Hourglass Cave"].connect( connecting_region=regions["Hourglass Cave Tower"], rule=lambda state: has_ladder("Ladders in Hourglass Cave", state, world)) # East Forest regions["Forest Belltower Upper"].connect( connecting_region=regions["Forest Belltower Main"]) regions["Forest Belltower Main"].connect( connecting_region=regions["Forest Belltower Lower"], rule=lambda state: has_ladder("Ladder to East Forest", state, world)) # nmg: ice grapple up to dance fox spot, and vice versa regions["East Forest"].connect( connecting_region=regions["East Forest Dance Fox Spot"], rule=lambda state: state.has(laurels, player) or has_ice_grapple_logic(True, state, world)) regions["East Forest Dance Fox Spot"].connect( connecting_region=regions["East Forest"], rule=lambda state: state.has(laurels, player) or has_ice_grapple_logic(True, state, world)) regions["East Forest"].connect( connecting_region=regions["East Forest Portal"], rule=lambda state: has_ability(prayer, state, world)) regions["East Forest Portal"].connect( connecting_region=regions["East Forest"]) regions["East Forest"].connect( connecting_region=regions["Lower Forest"], rule=lambda state: has_ladder("Ladders to Lower Forest", state, world) or (has_ice_grapple_logic(True, state, world) and options.ice_grappling >= IceGrappling.option_easy)) regions["Lower Forest"].connect( connecting_region=regions["East Forest"], rule=lambda state: has_ladder("Ladders to Lower Forest", state, world)) regions["Guard House 1 East"].connect( connecting_region=regions["Guard House 1 West"]) regions["Guard House 1 West"].connect( connecting_region=regions["Guard House 1 East"], rule=lambda state: state.has(laurels, player)) regions["Guard House 2 Upper"].connect( connecting_region=regions["Guard House 2 Lower"], rule=lambda state: has_ladder("Ladders to Lower Forest", state, world)) regions["Guard House 2 Lower"].connect( connecting_region=regions["Guard House 2 Upper"], rule=lambda state: has_ladder("Ladders to Lower Forest", state, world)) # nmg: ice grapple from upper grave path exit to the rest of it regions["Forest Grave Path Upper"].connect( connecting_region=regions["Forest Grave Path Main"], rule=lambda state: state.has(laurels, player) or has_ice_grapple_logic(True, state, world)) regions["Forest Grave Path Main"].connect( connecting_region=regions["Forest Grave Path Upper"], rule=lambda state: state.has(laurels, player)) regions["Forest Grave Path Main"].connect( connecting_region=regions["Forest Grave Path by Grave"]) # nmg: ice grapple or laurels through the gate regions["Forest Grave Path by Grave"].connect( connecting_region=regions["Forest Grave Path Main"], rule=lambda state: has_ice_grapple_logic(False, state, world) or laurels_zip(state, world)) regions["Forest Grave Path by Grave"].connect( connecting_region=regions["Forest Hero's Grave"], rule=lambda state: has_ability(prayer, state, world)) regions["Forest Hero's Grave"].connect( connecting_region=regions["Forest Grave Path by Grave"]) # Beneath the Well and Dark Tomb regions["Beneath the Well Ladder Exit"].connect( connecting_region=regions["Beneath the Well Front"], rule=lambda state: has_ladder("Ladders in Well", state, world)) regions["Beneath the Well Front"].connect( connecting_region=regions["Beneath the Well Ladder Exit"], rule=lambda state: has_ladder("Ladders in Well", state, world)) regions["Beneath the Well Front"].connect( connecting_region=regions["Beneath the Well Main"], rule=lambda state: has_stick(state, player) or state.has(fire_wand, player)) regions["Beneath the Well Main"].connect( connecting_region=regions["Beneath the Well Front"], rule=lambda state: has_stick(state, player) or state.has(fire_wand, player)) regions["Beneath the Well Main"].connect( connecting_region=regions["Beneath the Well Back"], rule=lambda state: has_ladder("Ladders in Well", state, world)) regions["Beneath the Well Back"].connect( connecting_region=regions["Beneath the Well Main"], rule=lambda state: has_ladder("Ladders in Well", state, world) and (has_stick(state, player) or state.has(fire_wand, player))) regions["Well Boss"].connect( connecting_region=regions["Dark Tomb Checkpoint"]) # can laurels through the gate, no setup needed regions["Dark Tomb Checkpoint"].connect( connecting_region=regions["Well Boss"], rule=lambda state: laurels_zip(state, world)) regions["Dark Tomb Entry Point"].connect( connecting_region=regions["Dark Tomb Upper"], rule=lambda state: has_lantern(state, world)) regions["Dark Tomb Upper"].connect( connecting_region=regions["Dark Tomb Entry Point"]) regions["Dark Tomb Upper"].connect( connecting_region=regions["Dark Tomb Main"], rule=lambda state: has_ladder("Ladder in Dark Tomb", state, world)) regions["Dark Tomb Main"].connect( connecting_region=regions["Dark Tomb Upper"], rule=lambda state: has_ladder("Ladder in Dark Tomb", state, world)) regions["Dark Tomb Main"].connect( connecting_region=regions["Dark Tomb Dark Exit"]) regions["Dark Tomb Dark Exit"].connect( connecting_region=regions["Dark Tomb Main"], rule=lambda state: has_lantern(state, world)) # West Garden regions["West Garden Laurels Exit Region"].connect( connecting_region=regions["West Garden"], rule=lambda state: state.has(laurels, player)) regions["West Garden"].connect( connecting_region=regions["West Garden Laurels Exit Region"], rule=lambda state: state.has(laurels, player)) regions["West Garden after Boss"].connect( connecting_region=regions["West Garden"], rule=lambda state: state.has(laurels, player)) regions["West Garden"].connect( connecting_region=regions["West Garden after Boss"], rule=lambda state: state.has(laurels, player) or has_sword(state, player)) regions["West Garden"].connect( connecting_region=regions["West Garden Hero's Grave Region"], rule=lambda state: has_ability(prayer, state, world)) regions["West Garden Hero's Grave Region"].connect( connecting_region=regions["West Garden"]) regions["West Garden Portal"].connect( connecting_region=regions["West Garden Portal Item"], rule=lambda state: state.has(laurels, player)) regions["West Garden Portal Item"].connect( connecting_region=regions["West Garden Portal"], rule=lambda state: state.has(laurels, player) and has_ability(prayer, state, world)) # nmg: can ice grapple to and from the item behind the magic dagger house regions["West Garden Portal Item"].connect( connecting_region=regions["West Garden"], rule=lambda state: has_ice_grapple_logic(True, state, world)) regions["West Garden"].connect( connecting_region=regions["West Garden Portal Item"], rule=lambda state: has_ice_grapple_logic(True, state, world) and options.ice_grappling == IceGrappling.option_medium) # Atoll and Frog's Domain # nmg: ice grapple the bird below the portal regions["Ruined Atoll"].connect( connecting_region=regions["Ruined Atoll Lower Entry Area"], rule=lambda state: state.has(laurels, player) or has_ice_grapple_logic(True, state, world)) regions["Ruined Atoll Lower Entry Area"].connect( connecting_region=regions["Ruined Atoll"], rule=lambda state: state.has(laurels, player) or state.has(grapple, player)) regions["Ruined Atoll"].connect( connecting_region=regions["Ruined Atoll Ladder Tops"], rule=lambda state: has_ladder("Ladders in South Atoll", state, world)) regions["Ruined Atoll"].connect( connecting_region=regions["Ruined Atoll Frog Mouth"], rule=lambda state: state.has(laurels, player) or state.has(grapple, player)) regions["Ruined Atoll Frog Mouth"].connect( connecting_region=regions["Ruined Atoll"], rule=lambda state: state.has(laurels, player) or state.has(grapple, player)) regions["Ruined Atoll"].connect( connecting_region=regions["Ruined Atoll Frog Eye"], rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world)) regions["Ruined Atoll Frog Eye"].connect( connecting_region=regions["Ruined Atoll"], rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world)) regions["Ruined Atoll"].connect( connecting_region=regions["Ruined Atoll Portal"], rule=lambda state: has_ability(prayer, state, world)) regions["Ruined Atoll Portal"].connect( connecting_region=regions["Ruined Atoll"]) regions["Ruined Atoll"].connect( connecting_region=regions["Ruined Atoll Statue"], rule=lambda state: has_ability(prayer, state, world) and has_ladder("Ladders in South Atoll", state, world)) regions["Ruined Atoll Statue"].connect( connecting_region=regions["Ruined Atoll"]) regions["Frog Stairs Eye Exit"].connect( connecting_region=regions["Frog Stairs Upper"], rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world)) regions["Frog Stairs Upper"].connect( connecting_region=regions["Frog Stairs Eye Exit"], rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world)) regions["Frog Stairs Upper"].connect( connecting_region=regions["Frog Stairs Lower"], rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world)) regions["Frog Stairs Lower"].connect( connecting_region=regions["Frog Stairs Upper"], rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world)) regions["Frog Stairs Lower"].connect( connecting_region=regions["Frog Stairs to Frog's Domain"], rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world)) regions["Frog Stairs to Frog's Domain"].connect( connecting_region=regions["Frog Stairs Lower"], rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world)) regions["Frog's Domain Entry"].connect( connecting_region=regions["Frog's Domain"], rule=lambda state: has_ladder("Ladders to Frog's Domain", state, world)) regions["Frog's Domain"].connect( connecting_region=regions["Frog's Domain Back"], rule=lambda state: state.has(grapple, player)) # Library regions["Library Exterior Tree Region"].connect( connecting_region=regions["Library Exterior Ladder Region"], rule=lambda state: state.has_any({grapple, laurels}, player) and has_ladder("Ladders in Library", state, world)) regions["Library Exterior Ladder Region"].connect( connecting_region=regions["Library Exterior Tree Region"], rule=lambda state: has_ability(prayer, state, world) and ((state.has(laurels, player) and has_ladder("Ladders in Library", state, world)) or state.has(grapple, player))) regions["Library Hall Bookshelf"].connect( connecting_region=regions["Library Hall"], rule=lambda state: has_ladder("Ladders in Library", state, world)) regions["Library Hall"].connect( connecting_region=regions["Library Hall Bookshelf"], rule=lambda state: has_ladder("Ladders in Library", state, world)) regions["Library Hall"].connect( connecting_region=regions["Library Hero's Grave Region"], rule=lambda state: has_ability(prayer, state, world)) regions["Library Hero's Grave Region"].connect( connecting_region=regions["Library Hall"]) regions["Library Hall to Rotunda"].connect( connecting_region=regions["Library Hall"], rule=lambda state: has_ladder("Ladders in Library", state, world)) regions["Library Hall"].connect( connecting_region=regions["Library Hall to Rotunda"], rule=lambda state: has_ladder("Ladders in Library", state, world)) regions["Library Rotunda to Hall"].connect( connecting_region=regions["Library Rotunda"], rule=lambda state: has_ladder("Ladders in Library", state, world)) regions["Library Rotunda"].connect( connecting_region=regions["Library Rotunda to Hall"], rule=lambda state: has_ladder("Ladders in Library", state, world)) regions["Library Rotunda"].connect( connecting_region=regions["Library Rotunda to Lab"], rule=lambda state: has_ladder("Ladders in Library", state, world)) regions["Library Rotunda to Lab"].connect( connecting_region=regions["Library Rotunda"], rule=lambda state: has_ladder("Ladders in Library", state, world)) regions["Library Lab Lower"].connect( connecting_region=regions["Library Lab"], rule=lambda state: state.has_any({grapple, laurels}, player) and has_ladder("Ladders in Library", state, world)) regions["Library Lab"].connect( connecting_region=regions["Library Lab Lower"], rule=lambda state: state.has(laurels, player) and has_ladder("Ladders in Library", state, world)) regions["Library Lab"].connect( connecting_region=regions["Library Portal"], rule=lambda state: has_ability(prayer, state, world) and has_ladder("Ladders in Library", state, world)) regions["Library Portal"].connect( connecting_region=regions["Library Lab"], rule=lambda state: has_ladder("Ladders in Library", state, world) or state.has(laurels, player)) regions["Library Lab"].connect( connecting_region=regions["Library Lab to Librarian"], rule=lambda state: has_ladder("Ladders in Library", state, world)) regions["Library Lab to Librarian"].connect( connecting_region=regions["Library Lab"], rule=lambda state: has_ladder("Ladders in Library", state, world)) # Eastern Vault Fortress regions["Fortress Exterior from East Forest"].connect( connecting_region=regions["Fortress Exterior from Overworld"], rule=lambda state: state.has(laurels, player) or state.has(grapple, player)) regions["Fortress Exterior from Overworld"].connect( connecting_region=regions["Fortress Exterior from East Forest"], rule=lambda state: state.has(laurels, player)) regions["Fortress Exterior near cave"].connect( connecting_region=regions["Fortress Exterior from Overworld"], rule=lambda state: state.has(laurels, player)) regions["Fortress Exterior from Overworld"].connect( connecting_region=regions["Fortress Exterior near cave"], rule=lambda state: state.has(laurels, player) or has_ability(prayer, state, world)) regions["Fortress Exterior near cave"].connect( connecting_region=regions["Fortress Courtyard"], rule=lambda state: has_ice_grapple_logic(True, state, world) and options.ice_grappling >= IceGrappling.option_hard) # shoot far fire pot, enemy gets aggro'd regions["Fortress Exterior near cave"].connect( connecting_region=regions["Beneath the Vault Entry"], rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world)) regions["Beneath the Vault Entry"].connect( connecting_region=regions["Fortress Exterior near cave"], rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world)) regions["Fortress Courtyard"].connect( connecting_region=regions["Fortress Exterior from Overworld"], rule=lambda state: state.has(laurels, player)) # nmg: can ice grapple an enemy in the courtyard regions["Fortress Exterior from Overworld"].connect( connecting_region=regions["Fortress Courtyard"], rule=lambda state: state.has(laurels, player) or has_ice_grapple_logic(True, state, world)) regions["Fortress Courtyard Upper"].connect( connecting_region=regions["Fortress Courtyard"]) # nmg: can ice grapple to the upper ledge regions["Fortress Courtyard"].connect( connecting_region=regions["Fortress Courtyard Upper"], rule=lambda state: has_ice_grapple_logic(True, state, world)) regions["Fortress Courtyard Upper"].connect( connecting_region=regions["Fortress Exterior from Overworld"]) regions["Beneath the Vault Ladder Exit"].connect( connecting_region=regions["Beneath the Vault Main"], rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world) and has_lantern(state, world)) regions["Beneath the Vault Main"].connect( connecting_region=regions["Beneath the Vault Ladder Exit"], rule=lambda state: has_ladder("Ladder to Beneath the Vault", state, world)) regions["Beneath the Vault Main"].connect( connecting_region=regions["Beneath the Vault Back"]) regions["Beneath the Vault Back"].connect( connecting_region=regions["Beneath the Vault Main"], rule=lambda state: has_lantern(state, world)) regions["Fortress East Shortcut Upper"].connect( connecting_region=regions["Fortress East Shortcut Lower"]) # nmg: can ice grapple upwards regions["Fortress East Shortcut Lower"].connect( connecting_region=regions["Fortress East Shortcut Upper"], rule=lambda state: has_ice_grapple_logic(True, state, world)) # nmg: ice grapple through the big gold door, can do it both ways regions["Eastern Vault Fortress"].connect( connecting_region=regions["Eastern Vault Fortress Gold Door"], rule=lambda state: state.has_all({"Activate Eastern Vault West Fuses", "Activate Eastern Vault East Fuse"}, player) or has_ice_grapple_logic(False, state, world)) regions["Eastern Vault Fortress Gold Door"].connect( connecting_region=regions["Eastern Vault Fortress"], rule=lambda state: has_ice_grapple_logic(True, state, world) or (has_ice_grapple_logic(False, state, world) and options.ice_grappling >= IceGrappling.option_medium)) regions["Fortress Grave Path"].connect( connecting_region=regions["Fortress Grave Path Dusty Entrance Region"], rule=lambda state: state.has(laurels, player)) regions["Fortress Grave Path Dusty Entrance Region"].connect( connecting_region=regions["Fortress Grave Path"], rule=lambda state: state.has(laurels, player)) regions["Fortress Grave Path"].connect( connecting_region=regions["Fortress Hero's Grave Region"], rule=lambda state: has_ability(prayer, state, world)) regions["Fortress Hero's Grave Region"].connect( connecting_region=regions["Fortress Grave Path"]) # nmg: ice grapple from upper grave path to lower regions["Fortress Grave Path Upper"].connect( connecting_region=regions["Fortress Grave Path"], rule=lambda state: has_ice_grapple_logic(True, state, world)) regions["Fortress Arena"].connect( connecting_region=regions["Fortress Arena Portal"], rule=lambda state: state.has("Activate Eastern Vault West Fuses", player)) regions["Fortress Arena Portal"].connect( connecting_region=regions["Fortress Arena"]) # Quarry regions["Lower Mountain"].connect( connecting_region=regions["Lower Mountain Stairs"], rule=lambda state: has_ability(holy_cross, state, world)) regions["Lower Mountain Stairs"].connect( connecting_region=regions["Lower Mountain"], rule=lambda state: has_ability(holy_cross, state, world)) regions["Quarry Entry"].connect( connecting_region=regions["Quarry Portal"], rule=lambda state: state.has("Activate Quarry Fuse", player)) regions["Quarry Portal"].connect( connecting_region=regions["Quarry Entry"]) 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( 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( connecting_region=regions["Quarry"], rule=lambda state: state.has(fire_wand, player) or has_sword(state, player)) regions["Quarry"].connect( connecting_region=regions["Quarry Monastery Entry"]) regions["Quarry Monastery Entry"].connect( connecting_region=regions["Quarry Back"], rule=lambda state: state.has(laurels, player)) regions["Quarry Back"].connect( connecting_region=regions["Quarry Monastery Entry"], rule=lambda state: state.has(laurels, player)) regions["Monastery Rope"].connect( connecting_region=regions["Quarry Back"]) regions["Quarry"].connect( connecting_region=regions["Lower Quarry"], rule=lambda state: has_mask(state, world)) # need the ladder, or you can ice grapple down in nmg regions["Lower Quarry"].connect( connecting_region=regions["Even Lower Quarry"], rule=lambda state: has_ladder("Ladders in Lower Quarry", state, world) or has_ice_grapple_logic(True, state, world)) # nmg: bring a scav over, then ice grapple through the door, only with ER on to avoid soft lock regions["Even Lower Quarry"].connect( connecting_region=regions["Lower Quarry Zig Door"], rule=lambda state: state.has("Activate Quarry Fuse", player) or ((has_ice_grapple_logic(False, state, world) and options.ice_grappling == IceGrappling.option_hard) and (has_ability(prayer, state, world) or options.entrance_rando))) # nmg: use ice grapple to get from the beginning of Quarry to the door without really needing mask only with ER on regions["Quarry"].connect( connecting_region=regions["Lower Quarry Zig Door"], rule=lambda state: has_ice_grapple_logic(True, state, world) and options.ice_grappling >= IceGrappling.option_hard) regions["Monastery Front"].connect( connecting_region=regions["Monastery Back"]) # laurels through the gate, no setup needed regions["Monastery Back"].connect( connecting_region=regions["Monastery Front"], rule=lambda state: laurels_zip(state, world)) regions["Monastery Back"].connect( connecting_region=regions["Monastery Hero's Grave Region"], rule=lambda state: has_ability(prayer, state, world)) regions["Monastery Hero's Grave Region"].connect( connecting_region=regions["Monastery Back"]) # Ziggurat regions["Rooted Ziggurat Upper Entry"].connect( connecting_region=regions["Rooted Ziggurat Upper Front"]) regions["Rooted Ziggurat Upper Front"].connect( connecting_region=regions["Rooted Ziggurat Upper Back"], rule=lambda state: state.has(laurels, player) or has_sword(state, player)) regions["Rooted Ziggurat Upper Back"].connect( connecting_region=regions["Rooted Ziggurat Upper Front"], rule=lambda state: state.has(laurels, player)) regions["Rooted Ziggurat Middle Top"].connect( connecting_region=regions["Rooted Ziggurat Middle Bottom"]) regions["Rooted Ziggurat Lower Front"].connect( connecting_region=regions["Rooted Ziggurat Lower Back"], rule=lambda state: state.has(laurels, player) or (has_sword(state, player) and has_ability(prayer, state, world))) # unrestricted: use ladder storage to get to the front, get hit by one of the many enemies # nmg: can ice grapple on the voidlings to the double admin fight, still need to pray at the fuse regions["Rooted Ziggurat Lower Back"].connect( connecting_region=regions["Rooted Ziggurat Lower Front"], rule=lambda state: ((state.has(laurels, player) or has_ice_grapple_logic(True, state, world)) and has_ability(prayer, state, world) and has_sword(state, player))) regions["Rooted Ziggurat Lower Back"].connect( connecting_region=regions["Rooted Ziggurat Portal Room Entrance"], rule=lambda state: has_ability(prayer, state, world)) regions["Rooted Ziggurat Portal Room Entrance"].connect( connecting_region=regions["Rooted Ziggurat Lower Back"]) regions["Zig Skip Exit"].connect( connecting_region=regions["Rooted Ziggurat Lower Front"]) regions["Rooted Ziggurat Portal"].connect( connecting_region=regions["Rooted Ziggurat Portal Room Exit"], rule=lambda state: state.has("Activate Ziggurat Fuse", player)) regions["Rooted Ziggurat Portal Room Exit"].connect( connecting_region=regions["Rooted Ziggurat Portal"], rule=lambda state: has_ability(prayer, state, world)) # Swamp and Cathedral regions["Swamp Front"].connect( connecting_region=regions["Swamp Mid"], rule=lambda state: has_ladder("Ladders in Swamp", state, world) or state.has(laurels, player) or (has_ice_grapple_logic(False, state, world) and options.ice_grappling == IceGrappling.option_hard)) regions["Swamp Mid"].connect( connecting_region=regions["Swamp Front"], rule=lambda state: has_ladder("Ladders in Swamp", state, world) or state.has(laurels, player) or (has_ice_grapple_logic(False, state, world) and options.ice_grappling == IceGrappling.option_hard)) # nmg: ice grapple through cathedral door, can do it both ways regions["Swamp Mid"].connect( connecting_region=regions["Swamp to Cathedral Main Entrance Region"], rule=lambda state: (has_ability(prayer, state, world) and state.has(laurels, player)) or (has_ice_grapple_logic(False, state, world) and options.ice_grappling >= IceGrappling.option_medium)) regions["Swamp to Cathedral Main Entrance Region"].connect( connecting_region=regions["Swamp Mid"], rule=lambda state: has_ice_grapple_logic(False, state, world) and options.ice_grappling >= IceGrappling.option_medium) regions["Swamp Mid"].connect( connecting_region=regions["Swamp Ledge under Cathedral Door"], rule=lambda state: has_ladder("Ladders in Swamp", state, world)) regions["Swamp Ledge under Cathedral Door"].connect( connecting_region=regions["Swamp Mid"], rule=lambda state: has_ladder("Ladders in Swamp", state, world) or has_ice_grapple_logic(True, state, world)) # ice grapple the enemy at door regions["Swamp Ledge under Cathedral Door"].connect( connecting_region=regions["Swamp to Cathedral Treasure Room"], rule=lambda state: has_ability(holy_cross, state, world)) regions["Swamp to Cathedral Treasure Room"].connect( connecting_region=regions["Swamp Ledge under Cathedral Door"]) regions["Back of Swamp"].connect( connecting_region=regions["Back of Swamp Laurels Area"], rule=lambda state: state.has(laurels, player)) regions["Back of Swamp Laurels Area"].connect( connecting_region=regions["Back of Swamp"], rule=lambda state: state.has(laurels, player)) # nmg: can ice grapple down while you're on the pillars regions["Back of Swamp Laurels Area"].connect( connecting_region=regions["Swamp Mid"], rule=lambda state: state.has(laurels, player) and has_ice_grapple_logic(True, state, world)) regions["Back of Swamp"].connect( connecting_region=regions["Swamp Hero's Grave Region"], rule=lambda state: has_ability(prayer, state, world)) regions["Swamp Hero's Grave Region"].connect( connecting_region=regions["Back of Swamp"]) regions["Cathedral Gauntlet Checkpoint"].connect( connecting_region=regions["Cathedral Gauntlet"]) regions["Cathedral Gauntlet"].connect( connecting_region=regions["Cathedral Gauntlet Exit"], rule=lambda state: state.has(laurels, player)) regions["Cathedral Gauntlet Exit"].connect( connecting_region=regions["Cathedral Gauntlet"], rule=lambda state: state.has(laurels, player)) # Far Shore regions["Far Shore"].connect( connecting_region=regions["Far Shore to Spawn Region"], rule=lambda state: state.has(laurels, player)) regions["Far Shore to Spawn Region"].connect( connecting_region=regions["Far Shore"], rule=lambda state: state.has(laurels, player)) regions["Far Shore"].connect( connecting_region=regions["Far Shore to East Forest Region"], rule=lambda state: state.has(laurels, player)) regions["Far Shore to East Forest Region"].connect( connecting_region=regions["Far Shore"], rule=lambda state: state.has(laurels, player)) regions["Far Shore"].connect( connecting_region=regions["Far Shore to West Garden Region"], rule=lambda state: state.has("Activate West Garden Fuse", player)) regions["Far Shore to West Garden Region"].connect( connecting_region=regions["Far Shore"]) regions["Far Shore"].connect( connecting_region=regions["Far Shore to Quarry Region"], rule=lambda state: state.has("Activate Quarry Fuse", player)) regions["Far Shore to Quarry Region"].connect( connecting_region=regions["Far Shore"]) regions["Far Shore"].connect( connecting_region=regions["Far Shore to Fortress Region"], rule=lambda state: state.has("Activate Eastern Vault West Fuses", player)) regions["Far Shore to Fortress Region"].connect( connecting_region=regions["Far Shore"]) regions["Far Shore"].connect( connecting_region=regions["Far Shore to Library Region"], rule=lambda state: state.has("Activate Library Fuse", player)) regions["Far Shore to Library Region"].connect( connecting_region=regions["Far Shore"]) # Misc regions["Spirit Arena"].connect( connecting_region=regions["Spirit Arena Victory"], rule=lambda state: (state.has(gold_hexagon, player, world.options.hexagon_goal.value) if world.options.hexagon_quest else state.has_all({red_hexagon, green_hexagon, blue_hexagon, "Unseal the Heir"}, player))) if options.ladder_storage: def get_portal_info(portal_sd: str) -> Tuple[str, str]: for portal1, portal2 in portal_pairs.items(): if portal1.scene_destination() == portal_sd: return portal1.name, portal2.region if portal2.scene_destination() == portal_sd: return portal2.name, portal1.region raise Exception("no matches found in get_paired_region") def ls_connect(origin_name: str, portal_sdt: str, ladder_req: Optional[str] = None) -> None: p_name, paired_region_name = get_portal_info(portal_sdt) if ladder_req: ladder_regions[origin_name].connect( regions[paired_region_name], name=p_name + " (LS) " + origin_name, rule=lambda state: can_ladder_storage(state, world) and state.has(ladder_req, player)) else: ladder_regions[origin_name].connect( regions[paired_region_name], name=p_name + " (LS) " + origin_name, rule=lambda state: can_ladder_storage(state, world)) non_ow_ls_list = [] non_ow_ls_list.extend(easy_ls) if options.ladder_storage >= LadderStorage.option_medium: non_ow_ls_list.extend(medium_ls) if options.ladder_storage >= LadderStorage.option_hard: non_ow_ls_list.extend(hard_ls) # create the ls elevation regions ladder_regions: Dict[str, Region] = {} for name in ow_ladder_groups.keys(): ladder_regions[name] = Region(name, player, world.multiworld) # connect the ls elevations to each other where applicable if options.ladder_storage >= LadderStorage.option_medium: for i in range(len(ow_ladder_groups) - 1): ladder_regions[f"LS Elev {i}"].connect(ladder_regions[f"LS Elev {i + 1}"]) # connect the applicable overworld regions to the ls elevation regions for origin_region, ladders in region_ladders.items(): for ladder_region, region_info in ow_ladder_groups.items(): common_ladders: Set[str] = ladders.intersection(region_info.ladders) if common_ladders: regions[origin_region].connect(ladder_regions[ladder_region], rule=lambda state: state.has_any(common_ladders, player) and can_ladder_storage(state, world)) # connect ls elevation regions to the region on the other side of the portals for ladder_region, region_info in ow_ladder_groups.items(): for portal_dest in region_info.portals: ls_connect(ladder_region, "Overworld Redux, " + portal_dest) # connect ls elevation regions to regions where you can get an enemy to knock you down if options.ladder_storage >= LadderStorage.option_medium: for ladder_region, region_info in ow_ladder_groups.items(): for dest_region in region_info.regions: ladder_regions[ladder_region].connect( connecting_region=regions[dest_region], name=ladder_region + " (LS) " + dest_region) # well rail, need height off portal pad for one side, and a tiny extra from stairs on the other ls_connect("LS Elev 3", "Overworld Redux, Sewer_west_aqueduct") ls_connect("LS Elev 3", "Overworld Redux, Furnace_gyro_upper_north") # connect ls elevation regions to portals where you need to get behind the map to enter it if options.ladder_storage >= LadderStorage.option_hard: ls_connect("LS Elev 1", "Overworld Redux, EastFiligreeCache_") ls_connect("LS Elev 2", "Overworld Redux, Town_FiligreeRoom_") ls_connect("LS Elev 3", "Overworld Redux, Overworld Interiors_house") ls_connect("LS Elev 5", "Overworld Redux, Temple_main") # connect the non-overworld ones for ls_info in non_ow_ls_list: if ls_info.dest_is_region: regions[ls_info.origin].connect( connecting_region=regions[ls_info.destination], name=ls_info.destination + " (LS) " + ls_info.origin, rule=lambda state: can_ladder_storage(state, world)) continue portal_name, dest_region = get_portal_info(ls_info.destination) if ls_info.destination == "Atoll Redux, Frog Stairs_mouth": regions[ls_info.origin].connect( connecting_region=regions[dest_region], name=portal_name + " (LS) " + ls_info.origin, rule=lambda state: can_ladder_storage(state, world) and (state.has("Ladders in South Atoll", player) or state.has(key, player, 2) # can do it from the rope or options.ladder_storage >= LadderStorage.option_medium)) # holy cross mid-ls to get in here elif ls_info.destination == "Swamp Redux 2, Cathedral Redux_secret": if ls_info.origin == "Swamp Mid": regions[ls_info.origin].connect( connecting_region=regions[dest_region], name=portal_name + " (LS) " + ls_info.origin, rule=lambda state: can_ladder_storage(state, world) and has_ability(prayer, state, world) and state.has(ls_info.ladders_req)) else: regions[ls_info.origin].connect( connecting_region=regions[dest_region], name=portal_name + " (LS) " + ls_info.origin, rule=lambda state: can_ladder_storage(state, world) and has_ability(prayer, state, world)) else: ls_connect(ls_info.origin, ls_info.destination, ls_info.ladders_req) def set_er_location_rules(world: "TunicWorld") -> None: player = world.player multiworld = world.multiworld options = world.options forbid_item(multiworld.get_location("Secret Gathering Place - 20 Fairy Reward", player), fairies, player) # Ability Shuffle Exclusive Rules set_rule(multiworld.get_location("East Forest - Dancing Fox Spirit Holy Cross", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Forest Grave Path - Holy Cross Code by Grave", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("East Forest - Golden Obelisk Holy Cross", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Beneath the Well - [Powered Secret Room] Chest", player), lambda state: state.has("Activate Furnace Fuse", player)) set_rule(multiworld.get_location("West Garden - [North] Behind Holy Cross Door", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Library Hall - Holy Cross Chest", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Eastern Vault Fortress - [West Wing] Candles Holy Cross", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("West Garden - [Central Highlands] Holy Cross (Blue Lines)", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Quarry - [Back Entrance] Bushes Holy Cross", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Cathedral - Secret Legend Trophy Chest", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Overworld - [Southwest] Flowers Holy Cross", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Overworld - [East] Weathervane Holy Cross", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Overworld - [Northeast] Flowers Holy Cross", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Overworld - [Southwest] Haiku Holy Cross", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Overworld - [Northwest] Golden Obelisk Page", player), lambda state: has_ability(holy_cross, state, world)) # Overworld set_rule(multiworld.get_location("Overworld - [Southwest] Grapple Chest Over Walkway", player), lambda state: state.has_any({grapple, laurels}, player)) set_rule(multiworld.get_location("Overworld - [Southwest] West Beach Guarded By Turret 2", player), lambda state: state.has_any({grapple, laurels}, player)) set_rule(multiworld.get_location("Overworld - [Southwest] From West Garden", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Overworld - [Southeast] Page on Pillar by Swamp", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Overworld - [Southwest] Fountain Page", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Overworld - [Northwest] Page on Pillar by Dark Tomb", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Old House - Holy Cross Chest", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Overworld - [East] Grapple Chest", player), lambda state: state.has(grapple, player)) set_rule(multiworld.get_location("Sealed Temple - Holy Cross Chest", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Caustic Light Cave - Holy Cross Chest", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Cube Cave - Holy Cross Chest", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Old House - Holy Cross Door Page", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Maze Cave - Maze Room Holy Cross", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Old House - Holy Cross Chest", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Patrol Cave - Holy Cross Chest", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Ruined Passage - Holy Cross Chest", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Hourglass Cave - Holy Cross Chest", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Secret Gathering Place - Holy Cross Chest", player), lambda state: has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("Secret Gathering Place - 10 Fairy Reward", player), lambda state: state.has(fairies, player, 10)) set_rule(multiworld.get_location("Secret Gathering Place - 20 Fairy Reward", player), lambda state: state.has(fairies, player, 20)) set_rule(multiworld.get_location("Coins in the Well - 3 Coins", player), lambda state: state.has(coins, player, 3)) set_rule(multiworld.get_location("Coins in the Well - 6 Coins", player), lambda state: state.has(coins, player, 6)) set_rule(multiworld.get_location("Coins in the Well - 10 Coins", player), lambda state: state.has(coins, player, 10)) set_rule(multiworld.get_location("Coins in the Well - 15 Coins", player), lambda state: state.has(coins, player, 15)) # East Forest set_rule(multiworld.get_location("East Forest - Lower Grapple Chest", player), lambda state: state.has(grapple, player)) set_rule(multiworld.get_location("East Forest - Lower Dash Chest", player), lambda state: state.has_all({grapple, laurels}, player)) set_rule(multiworld.get_location("East Forest - Ice Rod Grapple Chest", player), lambda state: ( state.has_all({grapple, ice_dagger, fire_wand}, player) and has_ability(icebolt, state, world))) # West Garden set_rule(multiworld.get_location("West Garden - [North] Across From Page Pickup", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("West Garden - [West] In Flooded Walkway", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("West Garden - [West Lowlands] Tree Holy Cross Chest", player), lambda state: state.has(laurels, player) and has_ability(holy_cross, state, world)) set_rule(multiworld.get_location("West Garden - [East Lowlands] Page Behind Ice Dagger House", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("West Garden - [Central Lowlands] Below Left Walkway", player), lambda state: state.has(laurels, player)) # Ruined Atoll set_rule(multiworld.get_location("Ruined Atoll - [West] Near Kevin Block", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Ruined Atoll - [East] Locked Room Lower Chest", player), lambda state: state.has(laurels, player) or state.has(key, player, 2)) set_rule(multiworld.get_location("Ruined Atoll - [East] Locked Room Upper Chest", player), lambda state: state.has(laurels, player) or state.has(key, player, 2)) # Frog's Domain set_rule(multiworld.get_location("Frog's Domain - Side Room Grapple Secret", player), lambda state: state.has_any({grapple, laurels}, player)) set_rule(multiworld.get_location("Frog's Domain - Grapple Above Hot Tub", player), lambda state: state.has_any({grapple, laurels}, player)) set_rule(multiworld.get_location("Frog's Domain - Escape Chest", player), lambda state: state.has_any({grapple, laurels}, player)) # Eastern Vault Fortress set_rule(multiworld.get_location("Fortress Arena - Hexagon Red", player), lambda state: state.has(vault_key, player)) # Beneath the Vault set_rule(multiworld.get_location("Beneath the Fortress - Bridge", player), lambda state: state.has_group("Melee Weapons", player, 1) or state.has_any({laurels, fire_wand}, player)) # Quarry set_rule(multiworld.get_location("Quarry - [Central] Above Ladder Dash Chest", player), lambda state: state.has(laurels, player)) # Ziggurat set_rule(multiworld.get_location("Rooted Ziggurat Upper - Near Bridge Switch", player), lambda state: has_sword(state, player) or state.has(fire_wand, player)) set_rule(multiworld.get_location("Rooted Ziggurat Lower - After Guarded Fuse", player), lambda state: has_sword(state, player) and has_ability(prayer, state, world)) # Bosses set_rule(multiworld.get_location("Fortress Arena - Siege Engine/Vault Key Pickup", player), lambda state: has_sword(state, player)) set_rule(multiworld.get_location("Librarian - Hexagon Green", player), lambda state: (has_sword(state, player)) and has_ladder("Ladders in Library", state, world)) # nmg - kill boss scav with orb + firecracker, or similar set_rule(multiworld.get_location("Rooted Ziggurat Lower - Hexagon Blue", player), lambda state: has_sword(state, player)) # Swamp set_rule(multiworld.get_location("Cathedral Gauntlet - Gauntlet Reward", player), lambda state: state.has(fire_wand, player) and has_sword(state, player)) set_rule(multiworld.get_location("Swamp - [Entrance] Above Entryway", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Swamp - [South Graveyard] Upper Walkway Dash Chest", player), lambda state: state.has(laurels, player)) # really hard to do 4 skulls with a big skeleton chasing you around set_rule(multiworld.get_location("Swamp - [South Graveyard] 4 Orange Skulls", player), lambda state: has_sword(state, player)) # Hero's Grave and Far Shore set_rule(multiworld.get_location("Hero's Grave - Tooth Relic", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Hero's Grave - Mushroom Relic", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Hero's Grave - Ash Relic", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Hero's Grave - Flowers Relic", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Hero's Grave - Effigy Relic", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Hero's Grave - Feathers Relic", player), lambda state: state.has(laurels, player)) set_rule(multiworld.get_location("Far Shore - Secret Chest", player), lambda state: state.has(laurels, player)) # Events set_rule(multiworld.get_location("Eastern Bell", player), lambda state: (has_stick(state, player) or state.has(fire_wand, player))) set_rule(multiworld.get_location("Western Bell", player), lambda state: (has_stick(state, player) or state.has(fire_wand, player))) set_rule(multiworld.get_location("Furnace Fuse", player), lambda state: has_ability(prayer, state, world)) set_rule(multiworld.get_location("South and West Fortress Exterior Fuses", player), lambda state: has_ability(prayer, state, world)) set_rule(multiworld.get_location("Upper and Central Fortress Exterior Fuses", player), lambda state: has_ability(prayer, state, world)) set_rule(multiworld.get_location("Beneath the Vault Fuse", player), lambda state: state.has("Activate South and West Fortress Exterior Fuses", player)) set_rule(multiworld.get_location("Eastern Vault West Fuses", player), lambda state: state.has("Activate Beneath the Vault Fuse", player)) set_rule(multiworld.get_location("Eastern Vault East Fuse", player), lambda state: state.has_all({"Activate Upper and Central Fortress Exterior Fuses", "Activate South and West Fortress Exterior Fuses"}, player)) set_rule(multiworld.get_location("Quarry Connector Fuse", player), lambda state: has_ability(prayer, state, world) and state.has(grapple, player)) set_rule(multiworld.get_location("Quarry Fuse", player), lambda state: state.has("Activate Quarry Connector Fuse", player)) set_rule(multiworld.get_location("Ziggurat Fuse", player), lambda state: has_ability(prayer, state, world)) set_rule(multiworld.get_location("West Garden Fuse", player), lambda state: has_ability(prayer, state, world)) set_rule(multiworld.get_location("Library Fuse", player), lambda state: has_ability(prayer, state, world))