コード例 #1
0
class TestInvertedBombRules(unittest.TestCase):
    def setUp(self):
        self.world = MultiWorld(1)
        self.world.mode[1] = "inverted"
        args = Namespace
        for name, option in AutoWorld.AutoWorldRegister.world_types[
                "A Link to the Past"].options.items():
            setattr(args, name, {1: option.from_any(option.default)})
            self.world.set_options(args)
        self.world.set_default_common_options()
        self.world.difficulty_requirements[1] = difficulties['normal']
        create_inverted_regions(self.world, 1)
        create_dungeons(self.world, 1)

    #TODO: Just making sure I haven't missed an entrance.  It would be good to test the rules make sense as well.
    def testInvertedBombRulesAreComplete(self):
        entrances = list(Inverted_LW_Entrances +
                         Inverted_LW_Dungeon_Entrances +
                         Inverted_LW_Single_Cave_Doors +
                         Inverted_Old_Man_Entrances + Inverted_DW_Entrances +
                         Inverted_DW_Dungeon_Entrances +
                         Inverted_DW_Single_Cave_Doors)
        must_exits = list(Inverted_LW_Entrances_Must_Exit +
                          Inverted_LW_Dungeon_Entrances_Must_Exit)
        for entrance_name in (entrances + must_exits):
            if entrance_name not in [
                    'Desert Palace Entrance (East)', 'Spectacle Rock Cave',
                    'Spectacle Rock Cave (Bottom)'
            ]:
                entrance = self.world.get_entrance(entrance_name, 1)
                connect_entrance(self.world, entrance_name,
                                 'Inverted Big Bomb Shop', 1)
                set_inverted_big_bomb_rules(self.world, 1)
                entrance.connected_region.entrances.remove(entrance)
                entrance.connected_region = None

    def testInvalidEntrancesAreNotUsed(self):
        entrances = list(Inverted_Blacksmith_Multi_Cave_Doors +
                         Blacksmith_Single_Cave_Doors +
                         Inverted_Bomb_Shop_Multi_Cave_Doors +
                         Inverted_Bomb_Shop_Single_Cave_Doors)
        invalid_entrances = [
            'Desert Palace Entrance (East)', 'Spectacle Rock Cave',
            'Spectacle Rock Cave (Bottom)', 'Pyramid Fairy'
        ]
        for invalid_entrance in invalid_entrances:
            self.assertNotIn(invalid_entrance, entrances)

    def testInvalidEntrances(self):
        for entrance_name in [
                'Desert Palace Entrance (East)', 'Spectacle Rock Cave',
                'Spectacle Rock Cave (Bottom)'
        ]:
            entrance = self.world.get_entrance(entrance_name, 1)
            connect_entrance(self.world, entrance_name,
                             'Inverted Big Bomb Shop', 1)
            with self.assertRaises(Exception):
                set_inverted_big_bomb_rules(self.world, 1)
            entrance.connected_region.entrances.remove(entrance)
            entrance.connected_region = None
コード例 #2
0
ファイル: TestDungeon.py プロジェクト: dewiniaid/Archipelago
class TestDungeon(unittest.TestCase):
    def setUp(self):
        self.world = MultiWorld(1)
        self.starting_regions = []  # Where to start exploring
        self.remove_exits = []      # Block dungeon exits
        self.world.difficulty_requirements[1] = difficulties['normal']
        create_regions(self.world, 1)
        create_dungeons(self.world, 1)
        create_shops(self.world, 1)
        for exitname, regionname in mandatory_connections:
            connect_simple(self.world, exitname, regionname, 1)
        connect_simple(self.world, 'Big Bomb Shop', 'Big Bomb Shop', 1)
        self.world.get_region('Menu', 1).exits = []
        self.world.swamp_patch_required[1] = True
        set_rules(self.world, 1)
        generate_itempool(self.world, 1)
        self.world.itempool.extend(get_dungeon_item_pool(self.world))
        self.world.itempool.extend(ItemFactory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], 1))

    def run_tests(self, access_pool):
        for exit in self.remove_exits:
            self.world.get_entrance(exit, 1).connected_region = self.world.get_region('Menu', 1)

        for location, access, *item_pool in access_pool:
            items = item_pool[0]
            all_except = item_pool[1] if len(item_pool) > 1 else None
            with self.subTest(location=location, access=access, items=items, all_except=all_except):
                if all_except and len(all_except) > 0:
                    items = self.world.itempool[:]
                    items = [item for item in items if item.name not in all_except and not ("Bottle" in item.name and "AnyBottle" in all_except)]
                    items.extend(ItemFactory(item_pool[0], 1))
                else:
                    items = ItemFactory(items, 1)
                state = CollectionState(self.world)
                state.reachable_regions[1].add(self.world.get_region('Menu', 1))
                for region_name in self.starting_regions:
                    region = self.world.get_region(region_name, 1)
                    state.reachable_regions[1].add(region)
                    for exit in region.exits:
                        if exit.connected_region is not None:
                            state.blocked_connections[1].add(exit)

                for item in items:
                    item.advancement = True
                    state.collect(item)

                self.assertEqual(self.world.get_location(location, 1).can_reach(state), access)
コード例 #3
0
def link_regions(world: MultiWorld, player: int):
    world.get_entrance('Hollow Nest S&Q', player).connect(world.get_region('Hollow Nest', player))
コード例 #4
0
ファイル: Regions.py プロジェクト: KonoTyran/Archipelago
def create_regions(world: MultiWorld, player: int):
    regions = ["First", "Second", "Third", "Last"]
    bosses = ["Meridian", "Ataraxia", "Merodach"]

    for x, name in enumerate(regions):
        fullname = f"{name} Quarter"
        insidename = fullname
        if x == 0:
            insidename = "Menu"

        region = Region(insidename, RegionType.Generic, fullname, player,
                        world)
        for store in [
                "Alpha Cache", "Beta Cache", "Gamma Cache", "Reward Chest"
        ]:
            for y in range(1, 7):
                loc_name = f"{store} {(x * 6) + y}"
                region.locations += [
                    MeritousLocation(player, loc_name,
                                     location_table[loc_name], region)
                ]

        if x < 3:
            storage_loc = f"PSI Key Storage {x + 1}"
            region.locations += [
                MeritousLocation(player, storage_loc,
                                 location_table[storage_loc], region)
            ]
            region.exits += _generate_entrances(player, [f"To {bosses[x]}"],
                                                region)
        else:
            locations_end_game = [
                "Place of Power", "The Last Place You'll Look"
            ]
            region.locations += [
                MeritousLocation(player, loc_name, location_table[loc_name],
                                 region) for loc_name in locations_end_game
            ]
            region.exits += _generate_entrances(player, [
                "Back to the entrance", "Back to the entrance with the Knife"
            ], region)

        world.regions += [region]

    for x, boss in enumerate(bosses):
        boss_region = Region(boss, RegionType.Generic, boss, player, world)
        boss_region.locations += [
            MeritousLocation(player, boss, location_table[boss], boss_region),
            MeritousLocation(player, f"{boss} Defeat", None, boss_region)
        ]
        boss_region.exits = _generate_entrances(
            player, [f"To {regions[x + 1]} Quarter"], boss_region)
        world.regions.append(boss_region)

    region_final_boss = Region("Final Boss", RegionType.Generic, "Final Boss",
                               player, world)
    region_final_boss.locations = [
        MeritousLocation(player, "Wervyn Anixil", None, region_final_boss)
    ]
    world.regions.append(region_final_boss)

    region_tfb = Region("True Final Boss", RegionType.Generic,
                        "True Final Boss", player, world)
    region_tfb.locations = [
        MeritousLocation(player, "Wervyn Anixil?", None, region_tfb)
    ]
    world.regions.append(region_tfb)

    entrance_map = {
        "To Meridian": {
            "to":
            "Meridian",
            "rule":
            lambda state: state.has_group("PSI Keys", player, 1) and state.
            has_group("Important Artifacts", player, 1)
        },
        "To Second Quarter": {
            "to": "Second Quarter",
            "rule": lambda state: state.has("Meridian Defeated", player)
        },
        "To Ataraxia": {
            "to":
            "Ataraxia",
            "rule":
            lambda state: state.has_group("PSI Keys", player, 2) and state.
            has_group("Important Artifacts", player, 2)
        },
        "To Third Quarter": {
            "to": "Third Quarter",
            "rule": lambda state: state.has("Ataraxia Defeated", player)
        },
        "To Merodach": {
            "to":
            "Merodach",
            "rule":
            lambda state: state.has_group("PSI Keys", player, 3) and state.
            has_group("Important Artifacts", player, 3)
        },
        "To Last Quarter": {
            "to": "Last Quarter",
            "rule": lambda state: state.has("Merodach Defeated", player)
        },
        "Back to the entrance": {
            "to": "Final Boss",
            "rule": lambda state: state.has("Cursed Seal", player)
        },
        "Back to the entrance with the Knife": {
            "to":
            "True Final Boss",
            "rule":
            lambda state: state.has_all(["Cursed Seal", "Agate Knife"], player)
        }
    }

    for entrance in entrance_map:
        connection_data = entrance_map[entrance]
        connection = world.get_entrance(entrance, player)
        connection.access_rule = connection_data["rule"]
        connection.connect(world.get_region(connection_data["to"], player))
コード例 #5
0
def set_advancement_rules(world: MultiWorld, player: int):

    # Retrieves the appropriate structure compass for the given entrance
    def get_struct_compass(entrance_name):
        struct = world.get_entrance(entrance_name,
                                    player).connected_region.name
        return f"Structure Compass ({struct})"

    set_rule(
        world.get_entrance("Nether Portal", player),
        lambda state: state.has('Flint and Steel', player) and (state.has(
            'Bucket', player) or state.has('Progressive Tools', player, 3)) and
        state._mc_has_iron_ingots(player))
    set_rule(
        world.get_entrance("End Portal", player),
        lambda state: state._mc_enter_stronghold(player) and state.has(
            '3 Ender Pearls', player, 4))
    set_rule(
        world.get_entrance("Overworld Structure 1", player),
        lambda state: state._mc_can_adventure(player) and state.
        _mc_has_structure_compass("Overworld Structure 1", player))
    set_rule(
        world.get_entrance("Overworld Structure 2", player),
        lambda state: state._mc_can_adventure(player) and state.
        _mc_has_structure_compass("Overworld Structure 2", player))
    set_rule(
        world.get_entrance("Nether Structure 1", player),
        lambda state: state._mc_can_adventure(player) and state.
        _mc_has_structure_compass("Nether Structure 1", player))
    set_rule(
        world.get_entrance("Nether Structure 2", player),
        lambda state: state._mc_can_adventure(player) and state.
        _mc_has_structure_compass("Nether Structure 2", player))
    set_rule(
        world.get_entrance("The End Structure", player),
        lambda state: state._mc_can_adventure(player) and state.
        _mc_has_structure_compass("The End Structure", player))

    set_rule(world.get_location("Ender Dragon", player),
             lambda state: state._mc_can_kill_ender_dragon(player))
    set_rule(world.get_location("Wither", player),
             lambda state: state._mc_can_kill_wither(player))
    set_rule(world.get_location("Blaze Spawner", player),
             lambda state: state._mc_fortress_loot(player))

    set_rule(world.get_location("Who is Cutting Onions?", player),
             lambda state: state._mc_can_piglin_trade(player))
    set_rule(world.get_location("Oh Shiny", player),
             lambda state: state._mc_can_piglin_trade(player))
    set_rule(
        world.get_location("Suit Up", player), lambda state: state.has(
            "Progressive Armor", player) and state._mc_has_iron_ingots(player))
    set_rule(
        world.get_location("Very Very Frightening", player),
        lambda state: state.has("Channeling Book", player) and state.
        _mc_can_use_anvil(player) and state._mc_can_enchant(
            player) and state._mc_overworld_villager(player))
    set_rule(
        world.get_location("Hot Stuff", player), lambda state: state.has(
            "Bucket", player) and state._mc_has_iron_ingots(player))
    set_rule(
        world.get_location("Free the End", player),
        lambda state: state._mc_can_respawn_ender_dragon(
            player) and state._mc_can_kill_ender_dragon(player))
    set_rule(
        world.get_location("A Furious Cocktail", player),
        lambda state: state._mc_can_brew_potions(player) and state.has(
            "Fishing Rod", player) and  # Water Breathing
        state.can_reach('The Nether', 'Region', player
                        ) and  # Regeneration, Fire Resistance, gold nuggets
        state.can_reach('Village', 'Region', player
                        ) and  # Night Vision, Invisibility
        state.can_reach('Bring Home the Beacon', 'Location', player)
    )  # Resistance
    # set_rule(world.get_location("Best Friends Forever", player), lambda state: True)
    set_rule(
        world.get_location("Bring Home the Beacon", player),
        lambda state: state._mc_can_kill_wither(
            player) and state._mc_has_diamond_pickaxe(player) and state.has(
                "Progressive Resource Crafting", player, 2))
    set_rule(
        world.get_location("Not Today, Thank You", player), lambda state: state
        .has("Shield", player) and state._mc_has_iron_ingots(player))
    set_rule(
        world.get_location("Isn't It Iron Pick", player),
        lambda state: state.has("Progressive Tools", player, 2
                                ) and state._mc_has_iron_ingots(player))
    set_rule(world.get_location("Local Brewery", player),
             lambda state: state._mc_can_brew_potions(player))
    set_rule(world.get_location("The Next Generation", player),
             lambda state: state._mc_can_kill_ender_dragon(player))
    set_rule(world.get_location("Fishy Business", player),
             lambda state: state.has("Fishing Rod", player))
    # set_rule(world.get_location("Hot Tourist Destinations", player), lambda state: True)
    set_rule(
        world.get_location("This Boat Has Legs", player), lambda state:
        (state._mc_fortress_loot(player) or state._mc_complete_raid(player))
        and state.has("Saddle", player) and state.has("Fishing Rod", player))
    set_rule(world.get_location("Sniper Duel", player),
             lambda state: state.has("Archery", player))
    # set_rule(world.get_location("Nether", player), lambda state: True)
    set_rule(world.get_location("Great View From Up Here", player),
             lambda state: state._mc_basic_combat(player))
    set_rule(
        world.get_location("How Did We Get Here?", player),
        lambda state: state._mc_can_brew_potions(
            player) and state._mc_has_gold_ingots(player) and  # Absorption
        state.can_reach('End City', 'Region', player) and  # Levitation
        state.can_reach('The Nether', 'Region', player
                        ) and  # potion ingredients
        state.has("Fishing Rod", player) and state.has("Archery", player)
        and  # Pufferfish, Nautilus Shells; spectral arrows
        state.can_reach("Bring Home the Beacon", "Location", player
                        ) and  # Haste
        state.can_reach("Hero of the Village", "Location", player
                        ))  # Bad Omen, Hero of the Village
    set_rule(
        world.get_location("Bullseye", player), lambda state: state.has(
            "Archery", player) and state.has("Progressive Tools", player, 2)
        and state._mc_has_iron_ingots(player))
    set_rule(world.get_location("Spooky Scary Skeleton", player),
             lambda state: state._mc_basic_combat(player))
    set_rule(
        world.get_location("Two by Two",
                           player), lambda state: state._mc_has_iron_ingots(
                               player) and state._mc_can_adventure(player)
    )  # shears > seagrass > turtles; nether > striders; gold carrots > horses skips ingots
    # set_rule(world.get_location("Stone Age", player), lambda state: True)
    set_rule(
        world.get_location("Two Birds, One Arrow", player), lambda state: state
        ._mc_craft_crossbow(player) and state._mc_can_enchant(player))
    # set_rule(world.get_location("We Need to Go Deeper", player), lambda state: True)
    set_rule(world.get_location("Who's the Pillager Now?", player),
             lambda state: state._mc_craft_crossbow(player))
    set_rule(world.get_location("Getting an Upgrade", player),
             lambda state: state.has("Progressive Tools", player))
    set_rule(
        world.get_location("Tactical Fishing", player), lambda state: state.
        has("Bucket", player) and state._mc_has_iron_ingots(player))
    set_rule(
        world.get_location("Zombie Doctor", player), lambda state: state.
        _mc_can_brew_potions(player) and state._mc_has_gold_ingots(player))
    # set_rule(world.get_location("The City at the End of the Game", player), lambda state: True)
    set_rule(world.get_location("Ice Bucket Challenge", player),
             lambda state: state._mc_has_diamond_pickaxe(player))
    # set_rule(world.get_location("Remote Getaway", player), lambda state: True)
    set_rule(world.get_location("Into Fire", player),
             lambda state: state._mc_basic_combat(player))
    set_rule(world.get_location("War Pigs", player),
             lambda state: state._mc_basic_combat(player))
    set_rule(world.get_location("Take Aim", player),
             lambda state: state.has("Archery", player))
    set_rule(
        world.get_location("Total Beelocation", player),
        lambda state: state.has("Silk Touch Book", player) and state.
        _mc_can_use_anvil(player) and state._mc_can_enchant(player))
    set_rule(
        world.get_location("Arbalistic", player),
        lambda state: state._mc_craft_crossbow(player) and state.has(
            "Piercing IV Book", player) and state._mc_can_use_anvil(
                player) and state._mc_can_enchant(player))
    set_rule(
        world.get_location("The End... Again...", player),
        lambda state: state._mc_can_respawn_ender_dragon(
            player) and state._mc_can_kill_ender_dragon(player))
    set_rule(world.get_location("Acquire Hardware", player),
             lambda state: state._mc_has_iron_ingots(player))
    set_rule(
        world.get_location("Not Quite \"Nine\" Lives", player),
        lambda state: state._mc_can_piglin_trade(player) and state.has(
            "Progressive Resource Crafting", player, 2))
    set_rule(
        world.get_location("Cover Me With Diamonds", player),
        lambda state: state.has("Progressive Armor", player, 2) and state.
        can_reach("Diamonds!", "Location", player))
    set_rule(world.get_location("Sky's the Limit", player),
             lambda state: state._mc_basic_combat(player))
    set_rule(
        world.get_location("Hired Help", player),
        lambda state: state.has("Progressive Resource Crafting", player, 2
                                ) and state._mc_has_iron_ingots(player))
    # set_rule(world.get_location("Return to Sender", player), lambda state: True)
    set_rule(
        world.get_location("Sweet Dreams", player), lambda state: state.has(
            "Bed", player) or state.can_reach('Village', 'Region', player))
    set_rule(
        world.get_location("You Need a Mint", player), lambda state: state.
        _mc_can_respawn_ender_dragon(player) and state._mc_has_bottle(player))
    # set_rule(world.get_location("Adventure", player), lambda state: True)
    set_rule(
        world.get_location("Monsters Hunted", player),
        lambda state: state._mc_can_respawn_ender_dragon(player) and state.
        _mc_can_kill_ender_dragon(player) and state._mc_can_kill_wither(player)
        and state.has("Fishing Rod", player))  # pufferfish for Water Breathing
    set_rule(world.get_location("Enchanter", player),
             lambda state: state._mc_can_enchant(player))
    set_rule(world.get_location("Voluntary Exile", player),
             lambda state: state._mc_basic_combat(player))
    set_rule(world.get_location("Eye Spy", player),
             lambda state: state._mc_enter_stronghold(player))
    # set_rule(world.get_location("The End", player), lambda state: True)
    set_rule(
        world.get_location("Serious Dedication",
                           player), lambda state: state.can_reach(
                               "Hidden in the Depths", "Location", player) and
        state._mc_has_gold_ingots(player))
    set_rule(world.get_location("Postmortal", player),
             lambda state: state._mc_complete_raid(player))
    # set_rule(world.get_location("Monster Hunter", player), lambda state: True)
    set_rule(world.get_location("Adventuring Time", player),
             lambda state: state._mc_can_adventure(player))
    # set_rule(world.get_location("A Seedy Place", player), lambda state: True)
    # set_rule(world.get_location("Those Were the Days", player), lambda state: True)
    set_rule(world.get_location("Hero of the Village", player),
             lambda state: state._mc_complete_raid(player))
    set_rule(world.get_location("Hidden in the Depths", player),
             lambda state: state._mc_can_brew_potions(player) and state.has(
                 "Bed", player) and state._mc_has_diamond_pickaxe(
                     player))  # bed mining :)
    set_rule(
        world.get_location("Beaconator", player),
        lambda state: state._mc_can_kill_wither(
            player) and state._mc_has_diamond_pickaxe(player) and state.has(
                "Progressive Resource Crafting", player, 2))
    set_rule(world.get_location("Withering Heights", player),
             lambda state: state._mc_can_kill_wither(player))
    set_rule(
        world.get_location("A Balanced Diet", player),
        lambda state: state._mc_has_bottle(player) and state.
        _mc_has_gold_ingots(player) and  # honey bottle; gapple
        state.has("Progressive Resource Crafting", player, 2) and state.
        can_reach('The End', 'Region', player))  # notch apple, chorus fruit
    set_rule(world.get_location("Subspace Bubble", player),
             lambda state: state._mc_has_diamond_pickaxe(player))
    # set_rule(world.get_location("Husbandry", player), lambda state: True)
    set_rule(
        world.get_location("Country Lode, Take Me Home",
                           player), lambda state: state.can_reach(
                               "Hidden in the Depths", "Location", player) and
        state._mc_has_gold_ingots(player))
    set_rule(
        world.get_location("Bee Our Guest", player), lambda state: state.has(
            "Campfire", player) and state._mc_has_bottle(player))
    # set_rule(world.get_location("What a Deal!", player), lambda state: True)
    set_rule(
        world.get_location("Uneasy Alliance", player),
        lambda state: state._mc_has_diamond_pickaxe(player) and state.has(
            'Fishing Rod', player))
    set_rule(
        world.get_location("Diamonds!", player),
        lambda state: state.has("Progressive Tools", player, 2
                                ) and state._mc_has_iron_ingots(player))
    # set_rule(world.get_location("A Terrible Fortress", player), lambda state: True)  # since you don't have to fight anything
    set_rule(world.get_location("A Throwaway Joke", player),
             lambda state: state._mc_can_adventure(player))  # kill drowned
    # set_rule(world.get_location("Minecraft", player), lambda state: True)
    set_rule(
        world.get_location("Sticky Situation", player), lambda state: state.
        has("Campfire", player) and state._mc_has_bottle(player))
    set_rule(world.get_location("Ol' Betsy", player),
             lambda state: state._mc_craft_crossbow(player))
    set_rule(
        world.get_location("Cover Me in Debris", player),
        lambda state: state.has("Progressive Armor", player, 2) and state.has(
            "8 Netherite Scrap", player, 2) and state.has(
                "Progressive Resource Crafting", player) and state.can_reach(
                    "Diamonds!", "Location", player) and state.can_reach(
                        "Hidden in the Depths", "Location", player))
    # set_rule(world.get_location("The End?", player), lambda state: True)
    # set_rule(world.get_location("The Parrots and the Bats", player), lambda state: True)
    # set_rule(world.get_location("A Complete Catalogue", player), lambda state: True)  # kill fish for raw
    # set_rule(world.get_location("Getting Wood", player), lambda state: True)
    # set_rule(world.get_location("Time to Mine!", player), lambda state: True)
    set_rule(world.get_location("Hot Topic", player),
             lambda state: state.has("Progressive Resource Crafting", player))
    # set_rule(world.get_location("Bake Bread", player), lambda state: True)
    set_rule(
        world.get_location("The Lie", player),
        lambda state: state._mc_has_iron_ingots(player) and state.has(
            "Bucket", player))
    set_rule(world.get_location("On a Rail", player),
             lambda state: state._mc_has_iron_ingots(player) and state.has(
                 'Progressive Tools', player, 2))  # powered rails
    # set_rule(world.get_location("Time to Strike!", player), lambda state: True)
    # set_rule(world.get_location("Cow Tipper", player), lambda state: True)
    set_rule(
        world.get_location("When Pigs Fly", player), lambda state:
        (state._mc_fortress_loot(player) or state._mc_complete_raid(player)
         ) and state.has("Saddle", player) and state.has(
             "Fishing Rod", player) and state._mc_can_adventure(player))
    set_rule(world.get_location("Overkill", player),
             lambda state: state._mc_can_brew_potions(player) and
             (state.has("Progressive Weapons", player) or state.can_reach(
                 'The Nether', 'Region', player)
              ))  # strength 1 + stone axe crit OR strength 2 + wood axe crit
    set_rule(world.get_location("Librarian", player),
             lambda state: state.has("Enchanting", player))
    set_rule(world.get_location("Overpowered", player),
             lambda state: state._mc_has_iron_ingots(player) and state.has(
                 'Progressive Tools', player, 2) and state._mc_basic_combat(
                     player))  # mine gold blocks w/ iron pick
    set_rule(
        world.get_location("Wax On", player),
        lambda state: state._mc_has_copper_ingots(player) and state.has(
            'Campfire', player) and state.has('Progressive Resource Crafting',
                                              player, 2))
    set_rule(
        world.get_location("Wax Off", player),
        lambda state: state._mc_has_copper_ingots(player) and state.has(
            'Campfire', player) and state.has('Progressive Resource Crafting',
                                              player, 2))
    set_rule(
        world.get_location("The Cutest Predator", player),
        lambda state: state._mc_has_iron_ingots(player) and state.has(
            'Bucket', player))
    set_rule(
        world.get_location("The Healing Power of Friendship", player),
        lambda state: state._mc_has_iron_ingots(player) and state.has(
            'Bucket', player))
    set_rule(
        world.get_location("Is It a Bird?", player), lambda state: state.
        _mc_has_spyglass(player) and state._mc_can_adventure(player))
    set_rule(world.get_location("Is It a Balloon?", player),
             lambda state: state._mc_has_spyglass(player))
    set_rule(
        world.get_location("Is It a Plane?", player),
        lambda state: state._mc_has_spyglass(
            player) and state._mc_can_respawn_ender_dragon(player))
    set_rule(
        world.get_location("Surge Protector", player), lambda state: state.has(
            "Channeling Book", player) and state._mc_can_use_anvil(player) and
        state._mc_can_enchant(player) and state._mc_overworld_villager(player))
    set_rule(
        world.get_location("Light as a Rabbit", player),
        lambda state: state._mc_can_adventure(player) and state.
        _mc_has_iron_ingots(player) and state.has('Bucket', player))
    set_rule(world.get_location("Glow and Behold!", player),
             lambda state: state._mc_can_adventure(player))
    set_rule(world.get_location("Whatever Floats Your Goat!", player),
             lambda state: state._mc_can_adventure(player))
    set_rule(
        world.get_location("Caves & Cliffs", player),
        lambda state: state._mc_has_iron_ingots(player) and state.has(
            'Bucket', player) and state.has('Progressive Tools', player, 2))
    set_rule(
        world.get_location("Feels like home", player),
        lambda state: state._mc_has_iron_ingots(player) and state.has(
            'Bucket', player) and state.has('Fishing Rod', player) and
        (state._mc_fortress_loot(player) or state._mc_complete_raid(player)
         ) and state.has("Saddle", player))
    set_rule(
        world.get_location("Sound of Music", player),
        lambda state: state.can_reach("Diamonds!", "Location", player
                                      ) and state._mc_basic_combat(player))
    set_rule(
        world.get_location("Star Trader", player),
        lambda state: state._mc_has_iron_ingots(player) and state.has(
            'Bucket', player) and
        (state.can_reach("The Nether", 'Region', player) or state.can_reach(
            "Nether Fortress", 'Region', player) or state._mc_can_piglin_trade(
                player)) and  # soul sand for water elevator
        state._mc_overworld_villager(player))

    # 1.19 advancements

    # can make a cake, and can reach a pillager outposts for allays
    set_rule(world.get_location("Birthday Song", player),
             lambda state: state.can_reach("The Lie", "Location", player))
    # find allay and craft a noteblock
    set_rule(
        world.get_location("You've Got a Friend in Me", player),
        lambda state: state.has("Progressive Tools", player, 2
                                ) and state._mc_has_iron_ingots(player))
    # craft bucket and adventure to find frog spawning biome
    set_rule(
        world.get_location("Bukkit Bukkit", player),
        lambda state: state.has("Bucket", player) and state.
        _mc_has_iron_ingots(player) and state._mc_can_adventure(player))
    # I don't like this one its way to easy to get. just a pain to find.
    set_rule(
        world.get_location("It Spreads", player),
        lambda state: state._mc_can_adventure(
            player) and state._mc_has_iron_ingots(player) and state.has(
                "Progressive Tools", player, 2))
    # literally just a duplicate of It spreads.
    set_rule(
        world.get_location("Sneak 100", player),
        lambda state: state._mc_can_adventure(
            player) and state._mc_has_iron_ingots(player) and state.has(
                "Progressive Tools", player, 2))
    set_rule(
        world.get_location("When the Squad Hops into Town", player),
        lambda state: state._mc_can_adventure(player) and state.has(
            "Lead", player))
    # lead frogs to the nether and a basalt delta's biomes to find magma cubes.
    set_rule(
        world.get_location("With Our Powers Combined!", player),
        lambda state: state._mc_can_adventure(player) and state.has(
            "Lead", player))