Move Progressive Items to AutoWorld
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c669bc3e7f
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101
BaseClasses.py
101
BaseClasses.py
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@ -241,53 +241,12 @@ class MultiWorld():
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def get_all_state(self, keys=False) -> CollectionState:
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ret = CollectionState(self)
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def soft_collect(item):
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if item.game == "A Link to the Past" and item.name.startswith('Progressive '):
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# ALttP items
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if 'Sword' in item.name:
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if ret.has('Golden Sword', item.player):
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pass
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elif ret.has('Tempered Sword', item.player) and self.difficulty_requirements[
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item.player].progressive_sword_limit >= 4:
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ret.prog_items['Golden Sword', item.player] += 1
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elif ret.has('Master Sword', item.player) and self.difficulty_requirements[
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item.player].progressive_sword_limit >= 3:
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ret.prog_items['Tempered Sword', item.player] += 1
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elif ret.has('Fighter Sword', item.player) and self.difficulty_requirements[item.player].progressive_sword_limit >= 2:
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ret.prog_items['Master Sword', item.player] += 1
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elif self.difficulty_requirements[item.player].progressive_sword_limit >= 1:
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ret.prog_items['Fighter Sword', item.player] += 1
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elif 'Glove' in item.name:
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if ret.has('Titans Mitts', item.player):
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pass
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elif ret.has('Power Glove', item.player):
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ret.prog_items['Titans Mitts', item.player] += 1
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else:
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ret.prog_items['Power Glove', item.player] += 1
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elif 'Shield' in item.name:
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if ret.has('Mirror Shield', item.player):
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pass
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elif ret.has('Red Shield', item.player) and self.difficulty_requirements[item.player].progressive_shield_limit >= 3:
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ret.prog_items['Mirror Shield', item.player] += 1
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elif ret.has('Blue Shield', item.player) and self.difficulty_requirements[item.player].progressive_shield_limit >= 2:
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ret.prog_items['Red Shield', item.player] += 1
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elif self.difficulty_requirements[item.player].progressive_shield_limit >= 1:
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ret.prog_items['Blue Shield', item.player] += 1
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elif 'Bow' in item.name:
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if ret.has('Silver', item.player):
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pass
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elif ret.has('Bow', item.player) and self.difficulty_requirements[item.player].progressive_bow_limit >= 2:
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ret.prog_items['Silver Bow', item.player] += 1
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elif self.difficulty_requirements[item.player].progressive_bow_limit >= 1:
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ret.prog_items['Bow', item.player] += 1
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elif item.advancement or item.smallkey or item.bigkey:
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ret.prog_items[item.name, item.player] += 1
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for item in self.itempool:
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soft_collect(item)
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self.worlds[item.player].collect(ret, item)
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if keys:
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for p in self.alttp_player_ids:
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world = self.worlds[p]
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from worlds.alttp.Items import ItemFactory
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for item in ItemFactory(
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['Small Key (Hyrule Castle)', 'Big Key (Eastern Palace)', 'Big Key (Desert Palace)',
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@ -302,7 +261,7 @@ class MultiWorld():
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'Small Key (Misery Mire)'] * 3 + ['Small Key (Turtle Rock)'] * 4 + [
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'Small Key (Ganons Tower)'] * 4,
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p):
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soft_collect(item)
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world.collect(ret, item)
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ret.sweep_for_events()
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return ret
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@ -908,60 +867,10 @@ class CollectionState(object):
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def collect(self, item: Item, event: bool = False, location: Location = None) -> bool:
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if location:
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self.locations_checked.add(location)
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changed = False
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# TODO: create a mapping for progressive items in each game and use that
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if item.game == "A Link to the Past":
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if item.name.startswith('Progressive '):
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if 'Sword' in item.name:
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if self.has('Golden Sword', item.player):
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pass
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elif self.has('Tempered Sword', item.player) and self.world.difficulty_requirements[
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item.player].progressive_sword_limit >= 4:
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self.prog_items['Golden Sword', item.player] += 1
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changed = True
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elif self.has('Master Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 3:
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self.prog_items['Tempered Sword', item.player] += 1
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changed = True
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elif self.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2:
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self.prog_items['Master Sword', item.player] += 1
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changed = True
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elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1:
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self.prog_items['Fighter Sword', item.player] += 1
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changed = True
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elif 'Glove' in item.name:
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if self.has('Titans Mitts', item.player):
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pass
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elif self.has('Power Glove', item.player):
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self.prog_items['Titans Mitts', item.player] += 1
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changed = True
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else:
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self.prog_items['Power Glove', item.player] += 1
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changed = True
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elif 'Shield' in item.name:
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if self.has('Mirror Shield', item.player):
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pass
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elif self.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3:
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self.prog_items['Mirror Shield', item.player] += 1
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changed = True
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elif self.has('Blue Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2:
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self.prog_items['Red Shield', item.player] += 1
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changed = True
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elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1:
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self.prog_items['Blue Shield', item.player] += 1
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changed = True
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elif 'Bow' in item.name:
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if self.has('Silver Bow', item.player):
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pass
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elif self.has('Bow', item.player):
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self.prog_items['Silver Bow', item.player] += 1
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changed = True
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else:
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self.prog_items['Bow', item.player] += 1
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changed = True
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changed = self.world.worlds[item.player].collect(self, item)
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if not changed and (event or item.advancement):
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if not changed and event:
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self.prog_items[item.name, item.player] += 1
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changed = True
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@ -46,5 +46,12 @@ class World(metaclass=AutoWorldRegister):
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def generate_output(self):
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pass
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def collect(self, state, item) -> bool:
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"""Collect an item into state"""
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if item.advancement:
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state.prog_items[item.name, item.player] += 1
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return True # indicate that a logical state change has occured
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return False
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def get_required_client_version(self) -> tuple:
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return 0, 0, 3
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return 0, 0, 3
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@ -1,10 +1,64 @@
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from typing import Optional
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from BaseClasses import Location, Item
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from BaseClasses import Location, Item, CollectionState
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from ..AutoWorld import World
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class ALTTPWorld(World):
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game: str = "A Link to the Past"
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def collect(self, state: CollectionState, item: Item) -> bool:
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if item.name.startswith('Progressive '):
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if 'Sword' in item.name:
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if state.has('Golden Sword', item.player):
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pass
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elif state.has('Tempered Sword', item.player) and self.world.difficulty_requirements[
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item.player].progressive_sword_limit >= 4:
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state.prog_items['Golden Sword', item.player] += 1
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return True
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elif state.has('Master Sword', item.player) and self.world.difficulty_requirements[
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item.player].progressive_sword_limit >= 3:
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state.prog_items['Tempered Sword', item.player] += 1
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return True
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elif state.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2:
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state.prog_items['Master Sword', item.player] += 1
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return True
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elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1:
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state.prog_items['Fighter Sword', item.player] += 1
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return True
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elif 'Glove' in item.name:
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if state.has('Titans Mitts', item.player):
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pass
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elif state.has('Power Glove', item.player):
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state.prog_items['Titans Mitts', item.player] += 1
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return True
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else:
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state.prog_items['Power Glove', item.player] += 1
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return True
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elif 'Shield' in item.name:
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if state.has('Mirror Shield', item.player):
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pass
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elif state.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3:
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state.prog_items['Mirror Shield', item.player] += 1
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return True
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elif state.has('Blue Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2:
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state.prog_items['Red Shield', item.player] += 1
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return True
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elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1:
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state.prog_items['Blue Shield', item.player] += 1
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return True
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elif 'Bow' in item.name:
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if state.has('Silver', item.player):
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pass
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elif state.has('Bow', item.player) and self.world.difficulty_requirements[item.player].progressive_bow_limit >= 2:
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state.prog_items['Silver Bow', item.player] += 1
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return True
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elif self.world.difficulty_requirements[item.player].progressive_bow_limit >= 1:
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state.prog_items['Bow', item.player] += 1
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return True
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elif item.advancement or item.smallkey or item.bigkey:
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state.prog_items[item.name, item.player] += 1
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return True
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return False
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class ALttPLocation(Location):
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