2024-03-05 15:59:55 +00:00
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import orjson
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import os
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from pkgutil import get_data
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from copy import deepcopy
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from typing import TYPE_CHECKING, List, Dict, Optional, Union, Callable
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from BaseClasses import Region, CollectionState
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from worlds.generic.Rules import add_item_rule
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from .locations import KDL3Location
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from .names import location_name
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from .options import BossShuffle
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from .room import KDL3Room
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if TYPE_CHECKING:
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from . import KDL3World
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default_levels = {
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1: [0x770000, 0x770001, 0x770002, 0x770003, 0x770004, 0x770005, 0x770200],
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2: [0x770006, 0x770007, 0x770008, 0x770009, 0x77000A, 0x77000B, 0x770201],
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3: [0x77000C, 0x77000D, 0x77000E, 0x77000F, 0x770010, 0x770011, 0x770202],
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4: [0x770012, 0x770013, 0x770014, 0x770015, 0x770016, 0x770017, 0x770203],
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5: [0x770018, 0x770019, 0x77001A, 0x77001B, 0x77001C, 0x77001D, 0x770204],
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}
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first_stage_blacklist = {
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# We want to confirm that the first stage can be completed without any items
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0x77000A, # 2-5 needs Kine
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0x770010, # 3-5 needs Cutter
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0x77001B, # 5-4 needs Burning
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}
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first_world_limit = {
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# We need to limit the number of very restrictive stages in level 1 on solo gens
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*first_stage_blacklist, # all three of the blacklist stages need 2+ items for both checks
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0x770006,
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0x770007,
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0x770012,
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0x77001D,
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}
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def generate_valid_level(world: "KDL3World", level: int, stage: int,
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possible_stages: List[int], placed_stages: List[Optional[int]]) -> int:
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new_stage = world.random.choice(possible_stages)
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if level == 1:
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if stage == 0 and new_stage in first_stage_blacklist:
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possible_stages.remove(new_stage)
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return generate_valid_level(world, level, stage, possible_stages, placed_stages)
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elif (not (world.multiworld.players > 1 or world.options.consumables or world.options.starsanity) and
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new_stage in first_world_limit and
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sum(p_stage in first_world_limit for p_stage in placed_stages)
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>= (2 if world.options.open_world else 1)):
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return generate_valid_level(world, level, stage, possible_stages, placed_stages)
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return new_stage
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def generate_rooms(world: "KDL3World", level_regions: Dict[int, Region]) -> None:
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level_names = {location_name.level_names[level]: level for level in location_name.level_names}
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room_data = orjson.loads(get_data(__name__, "data/Rooms.json"))
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rooms: Dict[str, KDL3Room] = dict()
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for room_entry in room_data:
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room = KDL3Room(room_entry["name"], world.player, world.multiworld, None, room_entry["level"],
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room_entry["stage"], room_entry["room"], room_entry["pointer"], room_entry["music"],
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room_entry["default_exits"], room_entry["animal_pointers"], room_entry["enemies"],
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room_entry["entity_load"], room_entry["consumables"], room_entry["consumables_pointer"])
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room.add_locations({location: world.location_name_to_id[location] if location in world.location_name_to_id else
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None for location in room_entry["locations"]
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if (not any(x in location for x in ["1-Up", "Maxim"]) or
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world.options.consumables.value) and ("Star" not in location
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or world.options.starsanity.value)},
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KDL3Location)
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rooms[room.name] = room
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for location in room.locations:
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if "Animal" in location.name:
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add_item_rule(location, lambda item: item.name in {
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"Rick Spawn", "Kine Spawn", "Coo Spawn", "Nago Spawn", "ChuChu Spawn", "Pitch Spawn"
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})
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world.rooms = list(rooms.values())
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world.multiworld.regions.extend(world.rooms)
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first_rooms: Dict[int, KDL3Room] = dict()
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for name, room in rooms.items():
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if room.room == 0:
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if room.stage == 7:
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first_rooms[0x770200 + room.level - 1] = room
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else:
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first_rooms[0x770000 + ((room.level - 1) * 6) + room.stage - 1] = room
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exits: Dict[str, Callable[[CollectionState], bool]] = dict()
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for def_exit in room.default_exits:
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target = f"{level_names[room.level]} {room.stage} - {def_exit['room']}"
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access_rule = tuple(def_exit["access_rule"])
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exits[target] = lambda state, rule=access_rule: state.has_all(rule, world.player)
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room.add_exits(
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exits.keys(),
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exits
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)
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if world.options.open_world:
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if any("Complete" in location.name for location in room.locations):
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room.add_locations({f"{level_names[room.level]} {room.stage} - Stage Completion": None},
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KDL3Location)
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for level in world.player_levels:
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for stage in range(6):
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proper_stage = world.player_levels[level][stage]
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stage_name = world.multiworld.get_location(world.location_id_to_name[proper_stage],
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world.player).name.replace(" - Complete", "")
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stage_regions = [rooms[room] for room in rooms if stage_name in rooms[room].name]
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for region in stage_regions:
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region.level = level
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region.stage = stage
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if world.options.open_world or stage == 0:
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level_regions[level].add_exits([first_rooms[proper_stage].name])
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else:
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world.multiworld.get_location(world.location_id_to_name[world.player_levels[level][stage - 1]],
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world.player).parent_region.add_exits([first_rooms[proper_stage].name])
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if world.options.open_world:
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level_regions[level].add_exits([first_rooms[0x770200 + level - 1].name])
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else:
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world.multiworld.get_location(world.location_id_to_name[world.player_levels[level][5]], world.player) \
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.parent_region.add_exits([first_rooms[0x770200 + level - 1].name])
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def generate_valid_levels(world: "KDL3World", shuffle_mode: int) -> Dict[int, List[int]]:
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if shuffle_mode:
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levels: Dict[int, List[Optional[int]]] = {
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1: [None] * 7,
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2: [None] * 7,
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3: [None] * 7,
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4: [None] * 7,
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5: [None] * 7,
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}
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possible_stages = [default_levels[level][stage] for level in default_levels for stage in range(6)]
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if world.options.plando_connections:
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for connection in world.options.plando_connections:
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try:
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entrance_world, entrance_stage = connection.entrance.rsplit(" ", 1)
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stage_world, stage_stage = connection.exit.rsplit(" ", 1)
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new_stage = default_levels[location_name.level_names[stage_world.strip()]][int(stage_stage) - 1]
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levels[location_name.level_names[entrance_world.strip()]][int(entrance_stage) - 1] = new_stage
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possible_stages.remove(new_stage)
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except Exception:
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raise Exception(
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f"Invalid connection: {connection.entrance} =>"
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f" {connection.exit} for player {world.player} ({world.player_name})")
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for level in range(1, 6):
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for stage in range(6):
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# Randomize bosses separately
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if levels[level][stage] is None:
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stage_candidates = [candidate for candidate in possible_stages
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if (shuffle_mode == 1 and candidate in default_levels[level])
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or (shuffle_mode == 2 and (candidate & 0x00FFFF) % 6 == stage)
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or (shuffle_mode == 3)
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]
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if not stage_candidates:
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raise Exception(
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f"Failed to find valid stage for {level}-{stage}. Remaining Stages:{possible_stages}")
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new_stage = generate_valid_level(world, level, stage, stage_candidates, levels[level])
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possible_stages.remove(new_stage)
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levels[level][stage] = new_stage
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else:
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levels = deepcopy(default_levels)
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for level in levels:
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levels[level][6] = None
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# now handle bosses
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boss_shuffle: Union[int, str] = world.options.boss_shuffle.value
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plando_bosses = []
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if isinstance(boss_shuffle, str):
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# boss plando
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options = boss_shuffle.split(";")
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boss_shuffle = BossShuffle.options[options.pop()]
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for option in options:
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if "-" in option:
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loc, plando_boss = option.split("-")
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loc = loc.title()
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plando_boss = plando_boss.title()
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levels[location_name.level_names[loc]][6] = location_name.boss_names[plando_boss]
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plando_bosses.append(location_name.boss_names[plando_boss])
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else:
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option = option.title()
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for level in levels:
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if levels[level][6] is None:
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levels[level][6] = location_name.boss_names[option]
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plando_bosses.append(location_name.boss_names[option])
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if boss_shuffle > 0:
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if boss_shuffle == BossShuffle.option_full:
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possible_bosses = [default_levels[world.random.randint(1, 5)][6]
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for _ in range(5 - len(plando_bosses))]
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elif boss_shuffle == BossShuffle.option_singularity:
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boss = world.random.randint(1, 5)
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possible_bosses = [default_levels[boss][6] for _ in range(5 - len(plando_bosses))]
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else:
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possible_bosses = [default_levels[level][6] for level in default_levels
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if default_levels[level][6] not in plando_bosses]
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for level in levels:
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if levels[level][6] is None:
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boss = world.random.choice(possible_bosses)
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levels[level][6] = boss
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possible_bosses.remove(boss)
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else:
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for level in levels:
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if levels[level][6] is None:
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levels[level][6] = default_levels[level][6]
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for level in levels:
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for stage in range(7):
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assert levels[level][stage] is not None, "Level tried to be sent with a None stage, incorrect plando?"
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return levels
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def create_levels(world: "KDL3World") -> None:
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menu = Region("Menu", world.player, world.multiworld)
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level1 = Region("Grass Land", world.player, world.multiworld)
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level2 = Region("Ripple Field", world.player, world.multiworld)
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level3 = Region("Sand Canyon", world.player, world.multiworld)
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level4 = Region("Cloudy Park", world.player, world.multiworld)
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level5 = Region("Iceberg", world.player, world.multiworld)
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level6 = Region("Hyper Zone", world.player, world.multiworld)
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levels = {
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1: level1,
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2: level2,
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3: level3,
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4: level4,
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5: level5,
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}
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level_shuffle = world.options.stage_shuffle.value
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if hasattr(world.multiworld, "re_gen_passthrough"):
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world.player_levels = getattr(world.multiworld, "re_gen_passthrough")["Kirby's Dream Land 3"]["player_levels"]
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else:
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world.player_levels = generate_valid_levels(world, level_shuffle)
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generate_rooms(world, levels)
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level6.add_locations({location_name.goals[world.options.goal.value]: None}, KDL3Location)
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menu.connect(level1, "Start Game")
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level1.connect(level2, "To Level 2")
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level2.connect(level3, "To Level 3")
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level3.connect(level4, "To Level 4")
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level4.connect(level5, "To Level 5")
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menu.connect(level6, "To Level 6") # put the connection on menu, since you can reach it before level 5 on fast goal
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world.multiworld.regions += [menu, level1, level2, level3, level4, level5, level6]
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