some typing and cleaning, mostly in Fill.py (#349)
* some typing and cleaning, mostly in Fill.py * address missing Option types * resolve a few TODOs discussed in pull request
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			@ -33,14 +33,20 @@ class MultiWorld():
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    dark_room_logic: Dict[int, str]
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    restrict_dungeon_item_on_boss: Dict[int, bool]
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    plando_texts: List[Dict[str, str]]
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    plando_items: List
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    plando_items: List[List[Dict[str, Any]]]
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    plando_connections: List
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    worlds: Dict[int, Any]
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    groups: Dict[int, Group]
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    itempool: List[Item]
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    is_race: bool = False
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    precollected_items: Dict[int, List[Item]]
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    state: CollectionState
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    accessibility: Dict[int, Options.Accessibility]
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    local_items: Dict[int, Options.LocalItems]
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    non_local_items: Dict[int, Options.NonLocalItems]
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    progression_balancing: Dict[int, Options.ProgressionBalancing]
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    class AttributeProxy():
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        def __init__(self, rule):
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            self.rule = rule
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			@ -65,7 +71,7 @@ class MultiWorld():
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        self._cached_entrances = None
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        self._cached_locations = None
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        self._entrance_cache = {}
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        self._location_cache = {}
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        self._location_cache: Dict[Tuple[str, int], Location] = {}
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        self.required_locations = []
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        self.light_world_light_cone = False
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        self.dark_world_light_cone = False
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			@ -387,7 +393,7 @@ class MultiWorld():
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    def clear_location_cache(self):
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        self._cached_locations = None
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    def get_unfilled_locations(self, player=None) -> List[Location]:
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    def get_unfilled_locations(self, player: Optional[int] = None) -> List[Location]:
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        if player is not None:
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            return [location for location in self.get_locations() if
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                    location.player == player and not location.item]
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			@ -396,13 +402,13 @@ class MultiWorld():
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    def get_unfilled_dungeon_locations(self):
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        return [location for location in self.get_locations() if not location.item and location.parent_region.dungeon]
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    def get_filled_locations(self, player=None) -> List[Location]:
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    def get_filled_locations(self, player: Optional[int] = None) -> List[Location]:
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        if player is not None:
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            return [location for location in self.get_locations() if
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                    location.player == player and location.item is not None]
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        return [location for location in self.get_locations() if location.item is not None]
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    def get_reachable_locations(self, state=None, player=None) -> List[Location]:
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    def get_reachable_locations(self, state: Optional[CollectionState] = None, player: Optional[int] = None) -> List[Location]:
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        if state is None:
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            state = self.state
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        return [location for location in self.get_locations() if
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			@ -414,7 +420,7 @@ class MultiWorld():
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        return [location for location in self.get_locations() if
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                (player is None or location.player == player) and location.item is None and location.can_reach(state)]
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    def get_unfilled_locations_for_players(self, locations, players: Iterable[int]):
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    def get_unfilled_locations_for_players(self, locations: List[str], players: Iterable[int]):
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        for player in players:
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            if len(locations) == 0:
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                locations = [location.name for location in self.get_unfilled_locations(player)]
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			@ -423,7 +429,7 @@ class MultiWorld():
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                if location is not None and location.item is None:
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                    yield location
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    def unlocks_new_location(self, item) -> bool:
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    def unlocks_new_location(self, item: Item) -> bool:
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        temp_state = self.state.copy()
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        temp_state.collect(item, True)
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			@ -433,7 +439,7 @@ class MultiWorld():
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        return False
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    def has_beaten_game(self, state: CollectionState, player: Optional[int] = None):
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    def has_beaten_game(self, state: CollectionState, player: Optional[int] = None) -> bool:
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        if player:
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            return self.completion_condition[player](state)
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        else:
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			@ -617,7 +623,10 @@ class CollectionState():
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            ret = function(self, ret)
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        return ret
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    def can_reach(self, spot: Union[Location, Entrance, Region, str], resolution_hint=None, player=None) -> bool:
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    def can_reach(self,
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                  spot: Union[Location, Entrance, Region, str],
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                  resolution_hint: Optional[str] = None,
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                  player: Optional[int] = None) -> bool:
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        if not hasattr(spot, "can_reach"):
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            # try to resolve a name
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            if resolution_hint == 'Location':
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			@ -833,7 +842,7 @@ class CollectionState():
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    def can_bomb_clip(self, region: Region, player: int) -> bool:
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        return self.is_not_bunny(region, player) and self.has('Pegasus Boots', player)
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    def collect(self, item: Item, event: bool = False, location: Location = None) -> bool:
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    def collect(self, item: Item, event: bool = False, location: Optional[Location] = None) -> bool:
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        if location:
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            self.locations_checked.add(location)
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										117
									
								
								Fill.py
								
								
								
								
							
							
						
						
									
										117
									
								
								Fill.py
								
								
								
								
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			@ -13,7 +13,7 @@ class FillError(RuntimeError):
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    pass
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def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item] = tuple()):
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def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item] = tuple()) -> CollectionState:
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    new_state = base_state.copy()
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    for item in itempool:
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        new_state.collect(item, True)
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			@ -22,12 +22,12 @@ def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item]
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def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations: typing.List[Location],
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                     itempool: typing.List[Item], single_player_placement=False, lock=False):
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    unplaced_items = []
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                     itempool: typing.List[Item], single_player_placement: bool = False, lock: bool = False) -> None:
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    unplaced_items: typing.List[Item] = []
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    placements: typing.List[Location] = []
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    swapped_items = Counter()
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    reachable_items: typing.Dict[int, deque] = {}
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    swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
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    reachable_items: typing.Dict[int, typing.Deque[Item]] = {}
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    for item in itempool:
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        reachable_items.setdefault(item.player, deque()).append(item)
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			@ -46,7 +46,8 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
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            spot_to_fill: typing.Optional[Location] = None
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            if world.accessibility[item_to_place.player] == 'minimal':
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                perform_access_check = not world.has_beaten_game(maximum_exploration_state,
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                                                                 item_to_place.player) if single_player_placement else not has_beaten_game
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                                                                 item_to_place.player) \
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                    if single_player_placement else not has_beaten_game
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            else:
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                perform_access_check = True
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			@ -127,18 +128,18 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
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    itempool.extend(unplaced_items)
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def distribute_items_restrictive(world: MultiWorld):
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def distribute_items_restrictive(world: MultiWorld) -> None:
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    fill_locations = sorted(world.get_unfilled_locations())
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    world.random.shuffle(fill_locations)
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    # get items to distribute
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    itempool = sorted(world.itempool)
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    world.random.shuffle(itempool)
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    progitempool = []
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    nonexcludeditempool = []
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    localrestitempool = {player: [] for player in range(1, world.players + 1)}
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    nonlocalrestitempool = []
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    restitempool = []
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    progitempool: typing.List[Item] = []
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    nonexcludeditempool: typing.List[Item] = []
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    localrestitempool: typing.Dict[int, typing.List[Item]] = {player: [] for player in range(1, world.players + 1)}
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    nonlocalrestitempool: typing.List[Item] = []
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    restitempool: typing.List[Item] = []
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    for item in itempool:
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        if item.advancement:
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			@ -188,7 +189,7 @@ def distribute_items_restrictive(world: MultiWorld):
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    world.random.shuffle(defaultlocations)
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    if any(localrestitempool.values()):  # we need to make sure some fills are limited to certain worlds
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        local_locations = {player: [] for player in world.player_ids}
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        local_locations: typing.Dict[int, typing.List[Location]] = {player: [] for player in world.player_ids}
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        for location in defaultlocations:
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            local_locations[location.player].append(location)
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        for player_locations in local_locations.values():
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			@ -232,15 +233,16 @@ def distribute_items_restrictive(world: MultiWorld):
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        logging.info(f'Per-Player counts: {print_data})')
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def fast_fill(world: MultiWorld, item_pool: typing.List, fill_locations: typing.List) -> typing.Tuple[
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    typing.List, typing.List]:
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def fast_fill(world: MultiWorld,
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              item_pool: typing.List[Item],
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              fill_locations: typing.List[Location]) -> typing.Tuple[typing.List[Item], typing.List[Location]]:
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    placing = min(len(item_pool), len(fill_locations))
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    for item, location in zip(item_pool, fill_locations):
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        world.push_item(location, item, False)
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    return item_pool[placing:], fill_locations[placing:]
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def flood_items(world: MultiWorld):
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def flood_items(world: MultiWorld) -> None:
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    # get items to distribute
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    world.random.shuffle(world.itempool)
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    itempool = world.itempool
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			@ -279,7 +281,8 @@ def flood_items(world: MultiWorld):
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                    item_to_place = item
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                    break
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        # we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
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        # we might be in a situation where all new locations require multiple items to reach.
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        # If that is the case, just place any advancement item we've found and continue trying
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        if item_to_place is None:
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            if candidate_item_to_place is not None:
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                item_to_place = candidate_item_to_place
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			@ -300,7 +303,7 @@ def flood_items(world: MultiWorld):
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                break
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def balance_multiworld_progression(world: MultiWorld):
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def balance_multiworld_progression(world: MultiWorld) -> None:
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    # A system to reduce situations where players have no checks remaining, popularly known as "BK mode."
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    # Overall progression balancing algorithm: 
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    # Gather up all locations in a sphere.
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			@ -313,24 +316,30 @@ def balance_multiworld_progression(world: MultiWorld):
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    else:
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        logging.info(f'Balancing multiworld progression for {len(balanceable_players)} Players.')
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        state = CollectionState(world)
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        checked_locations = set()
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        checked_locations: typing.Set[Location] = set()
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        unchecked_locations = set(world.get_locations())
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        reachable_locations_count = {player: 0 for player in world.player_ids if len(world.get_filled_locations(player)) != 0}
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        reachable_locations_count = {
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            player: 0
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            for player in world.player_ids
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            if len(world.get_filled_locations(player)) != 0
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        }
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        total_locations_count = Counter(location.player for location in world.get_locations() if not location.locked)
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        balanceable_players = {player for player in balanceable_players if total_locations_count[player]}
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        sphere_num = 1
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        moved_item_count = 0
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        def get_sphere_locations(sphere_state, locations):
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        def get_sphere_locations(sphere_state: CollectionState,
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                                 locations: typing.Set[Location]) -> typing.Set[Location]:
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            sphere_state.sweep_for_events(key_only=True, locations=locations)
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            return {loc for loc in locations if sphere_state.can_reach(loc)}
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        def item_percentage(player, num):
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        def item_percentage(player: int, num: int) -> float:
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            return num / total_locations_count[player]
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        while True:
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            # Gather non-locked locations. This ensures that only shuffled locations get counted for progression balancing, 
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            # Gather non-locked locations.
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            # This ensures that only shuffled locations get counted for progression balancing,
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            #   i.e. the items the players will be checking.
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            sphere_locations = get_sphere_locations(state, unchecked_locations)
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            for location in sphere_locations:
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			@ -340,12 +349,18 @@ def balance_multiworld_progression(world: MultiWorld):
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            logging.debug(f"Sphere {sphere_num}")
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            logging.debug(f"Reachable locations: {reachable_locations_count}")
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            logging.debug(f"Reachable percentages: { {player: round(item_percentage(player, num), 2) for player, num in reachable_locations_count.items()} }\n")
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            debug_percentages = {
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                player: round(item_percentage(player, num), 2)
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                for player, num in reachable_locations_count.items()
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            }
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            logging.debug(f"Reachable percentages: {debug_percentages}\n")
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            sphere_num += 1
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            if checked_locations:
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                # The 10% threshold can be modified for "progression balancing strength" -- right now it approximates the old 20/216 bound.
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                threshold_percentage = max(map(lambda p: item_percentage(p, reachable_locations_count[p]), reachable_locations_count)) - 0.10
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                # The 10% threshold can be modified for "progression balancing strength"
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                # right now it approximates the old 20/216 bound.
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                threshold_percentage = max(map(lambda p: item_percentage(p, reachable_locations_count[p]),
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                                               reachable_locations_count)) - 0.10
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                logging.debug(f"Threshold: {threshold_percentage}")
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                balancing_players = {player for player, reachables in reachable_locations_count.items() if
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                                     item_percentage(player, reachables) < threshold_percentage and player in balanceable_players}
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			@ -354,7 +369,7 @@ def balance_multiworld_progression(world: MultiWorld):
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                    balancing_unchecked_locations = unchecked_locations.copy()
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                    balancing_reachables = reachable_locations_count.copy()
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                    balancing_sphere = sphere_locations.copy()
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                    candidate_items = collections.defaultdict(set)
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                    candidate_items: typing.Dict[int, typing.Set[Location]] = collections.defaultdict(set)
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                    while True:
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                        # Check locations in the current sphere and gather progression items to swap earlier
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                        for location in balancing_sphere:
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			@ -380,19 +395,21 @@ def balance_multiworld_progression(world: MultiWorld):
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                        elif not balancing_sphere:
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                            raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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                    # Gather a set of locations which we can swap items into
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                    unlocked_locations = collections.defaultdict(set)
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                    unlocked_locations: typing.Dict[int, typing.Set[Location]] = collections.defaultdict(set)
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                    for l in unchecked_locations:
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                        if l not in balancing_unchecked_locations:
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                            unlocked_locations[l.player].add(l)
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                    items_to_replace = []
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                    items_to_replace: typing.List[Location] = []
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                    for player in balancing_players:
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                        locations_to_test = unlocked_locations[player]
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                        items_to_test = candidate_items[player]
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                        while items_to_test:
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                            testing = items_to_test.pop()
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                            reducing_state = state.copy()
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                            for location in itertools.chain((l for l in items_to_replace if l.item.player == player),
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                                                            items_to_test):
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                            for location in itertools.chain((
 | 
			
		||||
                                l for l in items_to_replace
 | 
			
		||||
                                if l.item.player == player
 | 
			
		||||
                            ), items_to_test):
 | 
			
		||||
                                reducing_state.collect(location.item, True, location)
 | 
			
		||||
 | 
			
		||||
                            reducing_state.sweep_for_events(locations=locations_to_test)
 | 
			
		||||
| 
						 | 
				
			
			@ -402,7 +419,8 @@ def balance_multiworld_progression(world: MultiWorld):
 | 
			
		|||
                                    items_to_replace.append(testing)
 | 
			
		||||
                            else:
 | 
			
		||||
                                reduced_sphere = get_sphere_locations(reducing_state, locations_to_test)
 | 
			
		||||
                                if item_percentage(player, reachable_locations_count[player] + len(reduced_sphere)) < threshold_percentage:
 | 
			
		||||
                                p = item_percentage(player, reachable_locations_count[player] + len(reduced_sphere))
 | 
			
		||||
                                if p < threshold_percentage:
 | 
			
		||||
                                    items_to_replace.append(testing)
 | 
			
		||||
 | 
			
		||||
                    replaced_items = False
 | 
			
		||||
| 
						 | 
				
			
			@ -452,7 +470,7 @@ def balance_multiworld_progression(world: MultiWorld):
 | 
			
		|||
                break
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
def swap_location_item(location_1: Location, location_2: Location, check_locked=True):
 | 
			
		||||
def swap_location_item(location_1: Location, location_2: Location, check_locked: bool = True) -> None:
 | 
			
		||||
    """Swaps Items of locations. Does NOT swap flags like shop_slot or locked, but does swap event"""
 | 
			
		||||
    if check_locked:
 | 
			
		||||
        if location_1.locked:
 | 
			
		||||
| 
						 | 
				
			
			@ -465,14 +483,14 @@ def swap_location_item(location_1: Location, location_2: Location, check_locked=
 | 
			
		|||
    location_1.event, location_2.event = location_2.event, location_1.event
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
def distribute_planned(world: MultiWorld):
 | 
			
		||||
    def warn(warning: str, force):
 | 
			
		||||
def distribute_planned(world: MultiWorld) -> None:
 | 
			
		||||
    def warn(warning: str, force: typing.Union[bool, str]) -> None:
 | 
			
		||||
        if force in [True, 'fail', 'failure', 'none', False, 'warn', 'warning']:
 | 
			
		||||
            logging.warning(f'{warning}')
 | 
			
		||||
        else:
 | 
			
		||||
            logging.debug(f'{warning}')
 | 
			
		||||
 | 
			
		||||
    def failed(warning: str, force):
 | 
			
		||||
    def failed(warning: str, force: typing.Union[bool, str]) -> None:
 | 
			
		||||
        if force in [True, 'fail', 'failure']:
 | 
			
		||||
            raise Exception(warning)
 | 
			
		||||
        else:
 | 
			
		||||
| 
						 | 
				
			
			@ -482,7 +500,8 @@ def distribute_planned(world: MultiWorld):
 | 
			
		|||
    from worlds.alttp.Regions import key_drop_data
 | 
			
		||||
    world_name_lookup = world.world_name_lookup
 | 
			
		||||
 | 
			
		||||
    plando_blocks = []
 | 
			
		||||
    block_value = typing.Union[typing.List[str], typing.Dict[str, typing.Any], str]
 | 
			
		||||
    plando_blocks: typing.List[typing.Dict[str, typing.Any]] = []
 | 
			
		||||
    player_ids = set(world.player_ids)
 | 
			
		||||
    for player in player_ids:
 | 
			
		||||
        for block in world.plando_items[player]:
 | 
			
		||||
| 
						 | 
				
			
			@ -493,7 +512,7 @@ def distribute_planned(world: MultiWorld):
 | 
			
		|||
                block['from_pool'] = True
 | 
			
		||||
            if 'world' not in block:
 | 
			
		||||
                block['world'] = False
 | 
			
		||||
            items = []
 | 
			
		||||
            items: block_value = []
 | 
			
		||||
            if "items" in block:
 | 
			
		||||
                items = block["items"]
 | 
			
		||||
                if 'count' not in block:
 | 
			
		||||
| 
						 | 
				
			
			@ -506,7 +525,7 @@ def distribute_planned(world: MultiWorld):
 | 
			
		|||
                failed("You must specify at least one item to place items with plando.", block['force'])
 | 
			
		||||
                continue
 | 
			
		||||
            if isinstance(items, dict):
 | 
			
		||||
                item_list = []
 | 
			
		||||
                item_list: typing.List[str] = []
 | 
			
		||||
                for key, value in items.items():
 | 
			
		||||
                    if value is True:
 | 
			
		||||
                        value = world.itempool.count(world.worlds[player].create_item(key))
 | 
			
		||||
| 
						 | 
				
			
			@ -516,7 +535,7 @@ def distribute_planned(world: MultiWorld):
 | 
			
		|||
                items = [items]
 | 
			
		||||
            block['items'] = items
 | 
			
		||||
 | 
			
		||||
            locations = []
 | 
			
		||||
            locations: block_value = []
 | 
			
		||||
            if 'location' in block:
 | 
			
		||||
                locations = block['location']  # just allow 'location' to keep old yamls compatible
 | 
			
		||||
            elif 'locations' in block:
 | 
			
		||||
| 
						 | 
				
			
			@ -529,8 +548,6 @@ def distribute_planned(world: MultiWorld):
 | 
			
		|||
                for key, value in locations.items():
 | 
			
		||||
                    location_list += [key] * value
 | 
			
		||||
                locations = location_list
 | 
			
		||||
            if isinstance(locations, str):
 | 
			
		||||
                locations = [locations]
 | 
			
		||||
            block['locations'] = locations
 | 
			
		||||
 | 
			
		||||
            if not block['count']:
 | 
			
		||||
| 
						 | 
				
			
			@ -572,20 +589,19 @@ def distribute_planned(world: MultiWorld):
 | 
			
		|||
            maxcount = placement['count']['target']
 | 
			
		||||
            from_pool = placement['from_pool']
 | 
			
		||||
            if target_world is False or world.players == 1:  # target own world
 | 
			
		||||
                worlds = {player}
 | 
			
		||||
                worlds: typing.Set[int] = {player}
 | 
			
		||||
            elif target_world is True:  # target any worlds besides own
 | 
			
		||||
                worlds = set(world.player_ids) - {player}
 | 
			
		||||
            elif target_world is None:  # target all worlds
 | 
			
		||||
                worlds = set(world.player_ids)
 | 
			
		||||
            elif type(target_world) == list:  # list of target worlds
 | 
			
		||||
                worlds = []
 | 
			
		||||
                worlds = set()
 | 
			
		||||
                for listed_world in target_world:
 | 
			
		||||
                    if listed_world not in world_name_lookup:
 | 
			
		||||
                        failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
 | 
			
		||||
                               placement['force'])
 | 
			
		||||
                        continue
 | 
			
		||||
                    worlds.append(world_name_lookup[listed_world])
 | 
			
		||||
                worlds = set(worlds)
 | 
			
		||||
                    worlds.add(world_name_lookup[listed_world])
 | 
			
		||||
            elif type(target_world) == int:  # target world by slot number
 | 
			
		||||
                if target_world not in range(1, world.players + 1):
 | 
			
		||||
                    failed(
 | 
			
		||||
| 
						 | 
				
			
			@ -605,8 +621,8 @@ def distribute_planned(world: MultiWorld):
 | 
			
		|||
            world.random.shuffle(candidates)
 | 
			
		||||
            world.random.shuffle(items)
 | 
			
		||||
            count = 0
 | 
			
		||||
            err = []
 | 
			
		||||
            successful_pairs = []
 | 
			
		||||
            err: typing.List[str] = []
 | 
			
		||||
            successful_pairs: typing.List[typing.Tuple[Item, Location]] = []
 | 
			
		||||
            for item_name in items:
 | 
			
		||||
                item = world.worlds[player].create_item(item_name)
 | 
			
		||||
                for location in reversed(candidates):
 | 
			
		||||
| 
						 | 
				
			
			@ -617,7 +633,7 @@ def distribute_planned(world: MultiWorld):
 | 
			
		|||
                    if not location.item:
 | 
			
		||||
                        if location.item_rule(item):
 | 
			
		||||
                            if location.can_fill(world.state, item, False):
 | 
			
		||||
                                successful_pairs.append([item, location])
 | 
			
		||||
                                successful_pairs.append((item, location))
 | 
			
		||||
                                candidates.remove(location)
 | 
			
		||||
                                count = count + 1
 | 
			
		||||
                                break
 | 
			
		||||
| 
						 | 
				
			
			@ -630,10 +646,9 @@ def distribute_planned(world: MultiWorld):
 | 
			
		|||
                if count == maxcount:
 | 
			
		||||
                    break
 | 
			
		||||
            if count < placement['count']['min']:
 | 
			
		||||
                err = " ".join(err)
 | 
			
		||||
                m = placement['count']['min']
 | 
			
		||||
                failed(
 | 
			
		||||
                    f"Plando block failed to place {m - count} of {m} item(s) for {world.player_name[player]}, error(s): {err}",
 | 
			
		||||
                    f"Plando block failed to place {m - count} of {m} item(s) for {world.player_name[player]}, error(s): {' '.join(err)}",
 | 
			
		||||
                    placement['force'])
 | 
			
		||||
            for (item, location) in successful_pairs:
 | 
			
		||||
                world.push_item(location, item, collect=False)
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
							
								
								
									
										21
									
								
								Options.py
								
								
								
								
							
							
						
						
									
										21
									
								
								Options.py
								
								
								
								
							| 
						 | 
				
			
			@ -53,9 +53,11 @@ class AssembleOptions(type):
 | 
			
		|||
 | 
			
		||||
        return super(AssembleOptions, mcs).__new__(mcs, name, bases, attrs)
 | 
			
		||||
 | 
			
		||||
T = typing.TypeVar('T')
 | 
			
		||||
 | 
			
		||||
class Option(metaclass=AssembleOptions):
 | 
			
		||||
    value: int
 | 
			
		||||
 | 
			
		||||
class Option(typing.Generic[T], metaclass=AssembleOptions):
 | 
			
		||||
    value: T
 | 
			
		||||
    name_lookup: typing.Dict[int, str]
 | 
			
		||||
    default = 0
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -98,7 +100,7 @@ class Option(metaclass=AssembleOptions):
 | 
			
		|||
        raise NotImplementedError
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
class Toggle(Option):
 | 
			
		||||
class Toggle(Option[int]):
 | 
			
		||||
    option_false = 0
 | 
			
		||||
    option_true = 1
 | 
			
		||||
    default = 0
 | 
			
		||||
| 
						 | 
				
			
			@ -150,7 +152,7 @@ class DefaultOnToggle(Toggle):
 | 
			
		|||
    default = 1
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
class Choice(Option):
 | 
			
		||||
class Choice(Option[int]):
 | 
			
		||||
    auto_display_name = True
 | 
			
		||||
 | 
			
		||||
    def __init__(self, value: int):
 | 
			
		||||
| 
						 | 
				
			
			@ -207,7 +209,7 @@ class Choice(Option):
 | 
			
		|||
    __hash__ = Option.__hash__  # see https://docs.python.org/3/reference/datamodel.html#object.__hash__
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
class Range(Option, int):
 | 
			
		||||
class Range(Option[int], int):
 | 
			
		||||
    range_start = 0
 | 
			
		||||
    range_end = 1
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -300,10 +302,9 @@ class VerifyKeys:
 | 
			
		|||
                                    f"is not a valid location name from {world.game}")
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
class OptionDict(Option, VerifyKeys):
 | 
			
		||||
class OptionDict(Option[typing.Dict[str, typing.Any]], VerifyKeys):
 | 
			
		||||
    default = {}
 | 
			
		||||
    supports_weighting = False
 | 
			
		||||
    value: typing.Dict[str, typing.Any]
 | 
			
		||||
 | 
			
		||||
    def __init__(self, value: typing.Dict[str, typing.Any]):
 | 
			
		||||
        self.value = value
 | 
			
		||||
| 
						 | 
				
			
			@ -332,10 +333,9 @@ class ItemDict(OptionDict):
 | 
			
		|||
        super(ItemDict, self).__init__(value)
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
class OptionList(Option, VerifyKeys):
 | 
			
		||||
class OptionList(Option[typing.List[typing.Any]], VerifyKeys):
 | 
			
		||||
    default = []
 | 
			
		||||
    supports_weighting = False
 | 
			
		||||
    value: list
 | 
			
		||||
 | 
			
		||||
    def __init__(self, value: typing.List[typing.Any]):
 | 
			
		||||
        self.value = value or []
 | 
			
		||||
| 
						 | 
				
			
			@ -359,10 +359,9 @@ class OptionList(Option, VerifyKeys):
 | 
			
		|||
        return item in self.value
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
class OptionSet(Option, VerifyKeys):
 | 
			
		||||
class OptionSet(Option[typing.Set[str]], VerifyKeys):
 | 
			
		||||
    default = frozenset()
 | 
			
		||||
    supports_weighting = False
 | 
			
		||||
    value: set
 | 
			
		||||
 | 
			
		||||
    def __init__(self, value: typing.Union[typing.Set[str, typing.Any], typing.List[str, typing.Any]]):
 | 
			
		||||
        self.value = set(value)
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
		Reference in New Issue