Archipelago/worlds/soe/__init__.py

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import itertools
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import os
import os.path
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import threading
import typing
from worlds.AutoWorld import WebWorld, World
from worlds.generic.Rules import add_item_rule, set_rule
from BaseClasses import Entrance, Item, ItemClassification, Location, LocationProgressType, Region, Tutorial
from Utils import output_path
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try:
import pyevermizer # from package
except ImportError:
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import traceback
traceback.print_exc()
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from . import pyevermizer # as part of the source tree
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from . import Logic # load logic mixin
from .Options import soe_options, Difficulty, EnergyCore, RequiredFragments, AvailableFragments
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from .Patch import SoEDeltaPatch, get_base_rom_path
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"""
In evermizer:
Items are uniquely defined by a pair of (type, id).
For most items this is their vanilla location (i.e. CHECK_GOURD, number).
Items have `provides`, which give the actual progression
instead of providing multiple events per item, we iterate through them in Logic.py
e.g. Found any weapon
Locations have `requires` and `provides`.
Requirements have to be converted to (access) rules for AP
e.g. Chest locked behind having a weapon
Provides could be events, but instead we iterate through the entire logic in Logic.py
e.g. NPC available after fighting a Boss
Rules are special locations that don't have a physical location
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instead of implementing virtual locations and virtual items, we simply use them in Logic.py
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e.g. 2DEs+Wheel+Gauge = Rocket
Rules and Locations live on the same logic tree returned by pyevermizer.get_logic()
TODO: for balancing we may want to generate Regions (with Entrances) for some
common rules, place the locations in those Regions and shorten the rules.
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Item grouping currently supports
* Any <ingredient name> - "Any Water" matches all Water drops
* Any <healing item name> - "Any Petal" matches all Petal drops
* Any Moniez - Matches the talon/jewel/gold coin/credit drops from chests (not market, fountain or Mungola)
* Ingredients - Matches all ingredient drops
* Alchemy - Matches all alchemy formulas
* Weapons - Matches all weapons but Bazooka, Bone Crusher, Neutron Blade
* Traps - Matches all traps
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"""
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_id_base = 64000
_id_offset: typing.Dict[int, int] = {
pyevermizer.CHECK_ALCHEMY: _id_base + 0, # alchemy 64000..64049
pyevermizer.CHECK_BOSS: _id_base + 50, # bosses 64050..6499
pyevermizer.CHECK_GOURD: _id_base + 100, # gourds 64100..64399
pyevermizer.CHECK_NPC: _id_base + 400, # npc 64400..64499
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# TODO: sniff 64500..64799
pyevermizer.CHECK_EXTRA: _id_base + 800, # extra items 64800..64899
pyevermizer.CHECK_TRAP: _id_base + 900, # trap 64900..64999
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}
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# cache native evermizer items and locations
_items = pyevermizer.get_items()
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_traps = pyevermizer.get_traps()
_extras = pyevermizer.get_extra_items() # items that are not placed by default
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_locations = pyevermizer.get_locations()
# fix up texts for AP
for _loc in _locations:
if _loc.type == pyevermizer.CHECK_GOURD:
_loc.name = f'{_loc.name} #{_loc.index}'
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# item helpers
_ingredients = (
'Wax', 'Water', 'Vinegar', 'Root', 'Oil', 'Mushroom', 'Mud Pepper', 'Meteorite', 'Limestone', 'Iron',
'Gunpowder', 'Grease', 'Feather', 'Ethanol', 'Dry Ice', 'Crystal', 'Clay', 'Brimstone', 'Bone', 'Atlas Amulet',
'Ash', 'Acorn'
)
_other_items = (
'Call bead', 'Petal', 'Biscuit', 'Pixie Dust', 'Nectar', 'Honey', 'Moniez'
)
def _match_item_name(item, substr: str) -> bool:
sub = item.name.split(' ', 1)[1] if item.name[0].isdigit() else item.name
return sub == substr or sub == substr+'s'
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def _get_location_mapping() -> typing.Tuple[typing.Dict[str, int], typing.Dict[int, pyevermizer.Location]]:
name_to_id = {}
id_to_raw = {}
for loc in _locations:
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ap_id = _id_offset[loc.type] + loc.index
id_to_raw[ap_id] = loc
name_to_id[loc.name] = ap_id
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name_to_id['Done'] = None
return name_to_id, id_to_raw
def _get_item_mapping() -> typing.Tuple[typing.Dict[str, int], typing.Dict[int, pyevermizer.Item]]:
name_to_id = {}
id_to_raw = {}
for item in itertools.chain(_items, _extras, _traps):
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if item.name in name_to_id:
continue
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ap_id = _id_offset[item.type] + item.index
id_to_raw[ap_id] = item
name_to_id[item.name] = ap_id
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name_to_id['Victory'] = None
return name_to_id, id_to_raw
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def _get_item_grouping() -> typing.Dict[str, typing.Set[str]]:
groups = {}
ingredients_group = set()
for ingredient in _ingredients:
group = set(item.name for item in _items if _match_item_name(item, ingredient))
groups[f'Any {ingredient}'] = group
ingredients_group |= group
groups['Ingredients'] = ingredients_group
for other in _other_items:
groups[f'Any {other}'] = set(item.name for item in _items if _match_item_name(item, other))
groups['Alchemy'] = set(item.name for item in _items if item.type == pyevermizer.CHECK_ALCHEMY)
groups['Weapons'] = {'Spider Claw', 'Horn Spear', 'Gladiator Sword', 'Bronze Axe', 'Bronze Spear', 'Crusader Sword',
'Lance (Weapon)', 'Knight Basher', 'Atom Smasher', 'Laser Lance'}
groups['Traps'] = {trap.name for trap in _traps}
return groups
class SoEWebWorld(WebWorld):
theme = 'jungle'
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to playing Secret of Evermore randomizer. This guide covers single-player, multiworld and related"
" software.",
"English",
"multiworld_en.md",
"multiworld/en",
["Black Sliver"]
)]
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class SoEWorld(World):
"""
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Secret of Evermore is a SNES action RPG. You learn alchemy spells, fight bosses and gather rocket parts to visit a
space station where the final boss must be defeated.
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"""
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game: str = "Secret of Evermore"
option_definitions = soe_options
topology_present = False
data_version = 4
web = SoEWebWorld()
required_client_version = (0, 3, 5)
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item_name_to_id, item_id_to_raw = _get_item_mapping()
location_name_to_id, location_id_to_raw = _get_location_mapping()
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item_name_groups = _get_item_grouping()
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trap_types = [name[12:] for name in option_definitions if name.startswith('trap_chance_')]
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evermizer_seed: int
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connect_name: str
energy_core: int
available_fragments: int
required_fragments: int
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_halls_ne_chest_names: typing.List[str] = [loc.name for loc in _locations if 'Halls NE' in loc.name]
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def __init__(self, *args, **kwargs):
self.connect_name_available_event = threading.Event()
super(SoEWorld, self).__init__(*args, **kwargs)
def generate_early(self) -> None:
# store option values that change logic
self.energy_core = self.multiworld.energy_core[self.player].value
self.required_fragments = self.multiworld.required_fragments[self.player].value
if self.required_fragments > self.multiworld.available_fragments[self.player].value:
self.multiworld.available_fragments[self.player].value = self.required_fragments
self.available_fragments = self.multiworld.available_fragments[self.player].value
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def create_event(self, event: str) -> Item:
return SoEItem(event, ItemClassification.progression, None, self.player)
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def create_item(self, item: typing.Union[pyevermizer.Item, str]) -> Item:
if isinstance(item, str):
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item = self.item_id_to_raw[self.item_name_to_id[item]]
if item.type == pyevermizer.CHECK_TRAP:
classification = ItemClassification.trap
elif item.progression:
classification = ItemClassification.progression
elif item.useful:
classification = ItemClassification.useful
else:
classification = ItemClassification.filler
return SoEItem(item.name, classification, self.item_name_to_id[item.name], self.player)
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@classmethod
def stage_assert_generate(cls, world):
rom_file = get_base_rom_path()
if not os.path.exists(rom_file):
raise FileNotFoundError(rom_file)
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def create_regions(self):
# exclude 'hidden' on easy
max_difficulty = 1 if self.multiworld.difficulty[self.player] == Difficulty.option_easy else 256
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# TODO: generate *some* regions from locations' requirements?
r = Region('Menu', self.player, self.multiworld)
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r.exits = [Entrance(self.player, 'New Game', r)]
self.multiworld.regions += [r]
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def get_sphere_index(evermizer_loc):
"""Returns 0, 1 or 2 for locations in spheres 1, 2, 3+"""
if len(evermizer_loc.requires) == 1 and evermizer_loc.requires[0][1] != pyevermizer.P_WEAPON:
return 2
return min(2, len(evermizer_loc.requires))
# group locations into spheres (1, 2, 3+ at index 0, 1, 2)
spheres: typing.Dict[int, typing.Dict[int, typing.List[SoELocation]]] = {}
for loc in _locations:
spheres.setdefault(get_sphere_index(loc), {}).setdefault(loc.type, []).append(
SoELocation(self.player, loc.name, self.location_name_to_id[loc.name], r,
loc.difficulty > max_difficulty))
# location balancing data
trash_fills: typing.Dict[int, typing.Dict[int, typing.Tuple[int, int, int, int]]] = {
0: {pyevermizer.CHECK_GOURD: (20, 40, 40, 40)}, # remove up to 40 gourds from sphere 1
1: {pyevermizer.CHECK_GOURD: (70, 90, 90, 90)}, # remove up to 90 gourds from sphere 2
}
# mark some as excluded based on numbers above
for trash_sphere, fills in trash_fills.items():
for typ, counts in fills.items():
count = counts[self.multiworld.difficulty[self.player].value]
for location in self.multiworld.random.sample(spheres[trash_sphere][typ], count):
assert location.name != "Energy Core #285", "Error in sphere generation"
location.progress_type = LocationProgressType.EXCLUDED
def sphere1_blocked_items_rule(item):
if isinstance(item, SoEItem):
# disable certain items in sphere 1
if item.name in {"Gauge", "Wheel"}:
return False
# and some more for non-easy, non-mystery
if self.multiworld.difficulty[item.player] not in (Difficulty.option_easy, Difficulty.option_mystery):
if item.name in {"Laser Lance", "Atom Smasher", "Diamond Eye"}:
return False
return True
for locations in spheres[0].values():
for location in locations:
add_item_rule(location, sphere1_blocked_items_rule)
# make some logically late(r) bosses priority locations to increase complexity
if self.multiworld.difficulty[self.player] == Difficulty.option_mystery:
late_count = self.multiworld.random.randint(0, 2)
else:
late_count = self.multiworld.difficulty[self.player].value
late_bosses = ("Tiny", "Aquagoth", "Megataur", "Rimsala",
"Mungola", "Lightning Storm", "Magmar", "Volcano Viper")
late_locations = self.multiworld.random.sample(late_bosses, late_count)
# add locations to the world
r = Region('Ingame', self.player, self.multiworld)
for sphere in spheres.values():
for locations in sphere.values():
for location in locations:
r.locations.append(location)
if location.name in late_locations:
location.progress_type = LocationProgressType.PRIORITY
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r.locations.append(SoELocation(self.player, 'Done', None, r))
self.multiworld.regions += [r]
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self.multiworld.get_entrance('New Game', self.player).connect(self.multiworld.get_region('Ingame', self.player))
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def create_items(self):
# add regular items to the pool
exclusions: typing.List[str] = []
if self.energy_core != EnergyCore.option_shuffle:
exclusions.append("Energy Core") # will be placed in generate_basic or replaced by a fragment below
items = list(map(lambda item: self.create_item(item), (item for item in _items if item.name not in exclusions)))
# remove one pair of wings that will be placed in generate_basic
items.remove(self.create_item("Wings"))
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def is_ingredient(item):
for ingredient in _ingredients:
if _match_item_name(item, ingredient):
return True
return False
# add energy core fragments to the pool
ingredients = [n for n, item in enumerate(items) if is_ingredient(item)]
if self.energy_core == EnergyCore.option_fragments:
items.append(self.create_item("Energy Core Fragment")) # replaces the vanilla energy core
for _ in range(self.available_fragments - 1):
if len(ingredients) < 1:
break # out of ingredients to replace
r = self.multiworld.random.choice(ingredients)
ingredients.remove(r)
items[r] = self.create_item("Energy Core Fragment")
# add traps to the pool
trap_count = self.multiworld.trap_count[self.player].value
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trap_chances = {}
trap_names = {}
if trap_count > 0:
for trap_type in self.trap_types:
trap_option = getattr(self.multiworld, f'trap_chance_{trap_type}')[self.player]
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trap_chances[trap_type] = trap_option.value
trap_names[trap_type] = trap_option.item_name
trap_chances_total = sum(trap_chances.values())
if trap_chances_total == 0:
for trap_type in trap_chances:
trap_chances[trap_type] = 1
trap_chances_total = len(trap_chances)
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def create_trap() -> Item:
v = self.multiworld.random.randrange(trap_chances_total)
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for t, c in trap_chances.items():
if v < c:
return self.create_item(trap_names[t])
v -= c
assert False, "Bug in create_trap"
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for _ in range(trap_count):
if len(ingredients) < 1:
break # out of ingredients to replace
r = self.multiworld.random.choice(ingredients)
ingredients.remove(r)
items[r] = create_trap()
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self.multiworld.itempool += items
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def set_rules(self):
self.multiworld.completion_condition[self.player] = lambda state: state.has('Victory', self.player)
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# set Done from goal option once we have multiple goals
set_rule(self.multiworld.get_location('Done', self.player),
lambda state: state.soe_has(pyevermizer.P_FINAL_BOSS, self.multiworld, self.player))
set_rule(self.multiworld.get_entrance('New Game', self.player), lambda state: True)
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for loc in _locations:
location = self.multiworld.get_location(loc.name, self.player)
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set_rule(location, self.make_rule(loc.requires))
def make_rule(self, requires: typing.List[typing.Tuple[int, int]]) -> typing.Callable[[typing.Any], bool]:
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def rule(state) -> bool:
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for count, progress in requires:
if not state.soe_has(progress, self.multiworld, self.player, count):
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return False
return True
return rule
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def make_item_type_limit_rule(self, item_type: int):
return lambda item: item.player != self.player or self.item_id_to_raw[item.code].type == item_type
def generate_basic(self):
# place Victory event
self.multiworld.get_location('Done', self.player).place_locked_item(self.create_event('Victory'))
# place wings in halls NE to avoid softlock
wings_location = self.multiworld.random.choice(self._halls_ne_chest_names)
wings_item = self.create_item('Wings')
self.multiworld.get_location(wings_location, self.player).place_locked_item(wings_item)
# place energy core at vanilla location for vanilla mode
if self.energy_core == EnergyCore.option_vanilla:
energy_core = self.create_item('Energy Core')
self.multiworld.get_location('Energy Core #285', self.player).place_locked_item(energy_core)
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# generate stuff for later
self.evermizer_seed = self.multiworld.random.randint(0, 2 ** 16 - 1) # TODO: make this an option for "full" plando?
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def generate_output(self, output_directory: str):
player_name = self.multiworld.get_player_name(self.player)
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self.connect_name = player_name[:32]
while len(self.connect_name.encode('utf-8')) > 32:
self.connect_name = self.connect_name[:-1]
self.connect_name_available_event.set()
placement_file = ""
out_file = ""
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try:
money = self.multiworld.money_modifier[self.player].value
exp = self.multiworld.exp_modifier[self.player].value
switches: typing.List[str] = []
if self.multiworld.death_link[self.player].value:
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switches.append("--death-link")
if self.energy_core == EnergyCore.option_fragments:
switches.extend(('--available-fragments', str(self.available_fragments),
'--required-fragments', str(self.required_fragments)))
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rom_file = get_base_rom_path()
out_base = output_path(output_directory, self.multiworld.get_out_file_name_base(self.player))
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out_file = out_base + '.sfc'
placement_file = out_base + '.txt'
patch_file = out_base + '.apsoe'
flags = 'l' # spoiler log
for option_name in self.option_definitions:
option = getattr(self.multiworld, option_name)[self.player]
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if hasattr(option, 'to_flag'):
flags += option.to_flag()
with open(placement_file, "wb") as f: # generate placement file
for location in filter(lambda l: l.player == self.player, self.multiworld.get_locations()):
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item = location.item
assert item is not None, "Can't handle unfilled location"
if item.code is None or location.address is None:
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continue # skip events
loc = self.location_id_to_raw[location.address]
if item.player != self.player:
line = f'{loc.type},{loc.index}:{pyevermizer.CHECK_NONE},{item.code},{item.player}\n'
else:
soe_item = self.item_id_to_raw[item.code]
line = f'{loc.type},{loc.index}:{soe_item.type},{soe_item.index}\n'
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f.write(line.encode('utf-8'))
if not os.path.exists(rom_file):
raise FileNotFoundError(rom_file)
if (pyevermizer.main(rom_file, out_file, placement_file, self.multiworld.seed_name, self.connect_name,
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self.evermizer_seed, flags, money, exp, switches)):
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raise RuntimeError()
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patch = SoEDeltaPatch(patch_file, player=self.player,
player_name=player_name, patched_path=out_file)
patch.write()
except Exception:
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raise
finally:
try:
os.unlink(placement_file)
os.unlink(out_file)
os.unlink(out_file[:-4] + '_SPOILER.log')
except FileNotFoundError:
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pass
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def modify_multidata(self, multidata: dict):
# wait for self.connect_name to be available.
self.connect_name_available_event.wait()
# we skip in case of error, so that the original error in the output thread is the one that gets raised
if self.connect_name and self.connect_name != self.multiworld.player_name[self.player]:
payload = multidata["connect_names"][self.multiworld.player_name[self.player]]
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multidata["connect_names"][self.connect_name] = payload
def get_filler_item_name(self) -> str:
return self.multiworld.random.choice(list(self.item_name_groups["Ingredients"]))
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class SoEItem(Item):
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game: str = "Secret of Evermore"
__slots__ = () # disable __dict__
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class SoELocation(Location):
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game: str = "Secret of Evermore"
__slots__ = () # disables __dict__ once Location has __slots__
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def __init__(self, player: int, name: str, address: typing.Optional[int], parent: Region, exclude: bool = False):
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super().__init__(player, name, address, parent)
# unconditional assignments favor a split dict, saving memory
self.progress_type = LocationProgressType.EXCLUDED if exclude else LocationProgressType.DEFAULT
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self.event = not address