Cleanup bosses.py
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								Bosses.py
								
								
								
								
							
							
						
						
									
										140
									
								
								Bosses.py
								
								
								
								
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			@ -1,19 +1,22 @@
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import logging
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from typing import Optional
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from BaseClasses import Boss
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from Fill import FillError
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def BossFactory(boss, player):
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def BossFactory(boss: str, player: int) -> Optional[Boss]:
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    if boss is None:
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        return None
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    if boss in boss_table:
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        enemizer_name, defeat_rule = boss_table[boss]
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        return Boss(boss, enemizer_name, defeat_rule, player)
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    logging.getLogger('').error('Unknown Boss: %s', boss)
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    logging.error('Unknown Boss: %s', boss)
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    return None
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def ArmosKnightsDefeatRule(state, player):
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def ArmosKnightsDefeatRule(state, player: int):
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    # Magic amounts are probably a bit overkill
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    return (
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            state.has_melee_weapon(player) or
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			@ -25,7 +28,8 @@ def ArmosKnightsDefeatRule(state, player):
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            state.has('Blue Boomerang', player) or
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            state.has('Red Boomerang', player))
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def LanmolasDefeatRule(state, player):
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def LanmolasDefeatRule(state, player: int):
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    return (
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            state.has_melee_weapon(player) or
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            state.has('Fire Rod', player) or
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			@ -34,14 +38,17 @@ def LanmolasDefeatRule(state, player):
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            state.has('Cane of Byrna', player) or
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            state.can_shoot_arrows(player))
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def MoldormDefeatRule(state, player):
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def MoldormDefeatRule(state, player: int):
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    return state.has_melee_weapon(player)
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def HelmasaurKingDefeatRule(state, player):
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def HelmasaurKingDefeatRule(state, player: int):
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    # TODO: technically possible with the hammer
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    return state.has_sword(player) or state.can_shoot_arrows(player)
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def ArrghusDefeatRule(state, player):
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def ArrghusDefeatRule(state, player: int):
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    if not state.has('Hookshot', player):
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        return False
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    # TODO: ideally we would have a check for bow and silvers, which combined with the
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			@ -50,11 +57,12 @@ def ArrghusDefeatRule(state, player):
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    if state.has_melee_weapon(player):
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        return True
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    return ((state.has('Fire Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 12))) or #assuming mostly gitting two puff with one shot
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    return ((state.has('Fire Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player,
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                                                                                                         12))) or  # assuming mostly gitting two puff with one shot
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            (state.has('Ice Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 16))))
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def MothulaDefeatRule(state, player):
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def MothulaDefeatRule(state, player: int):
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    return (
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            state.has_melee_weapon(player) or
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            (state.has('Fire Rod', player) and state.can_extend_magic(player, 10)) or
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			@ -65,19 +73,21 @@ def MothulaDefeatRule(state, player):
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            state.can_get_good_bee(player)
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    )
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def BlindDefeatRule(state, player):
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def BlindDefeatRule(state, player: int):
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    return state.has_melee_weapon(player) or state.has('Cane of Somaria', player) or state.has('Cane of Byrna', player)
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def KholdstareDefeatRule(state, player):
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def KholdstareDefeatRule(state, player: int):
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    return (
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            (
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            state.has('Fire Rod', player) or
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            (
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                state.has('Bombos', player) and
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                # FIXME: the following only actually works for the vanilla location for swordless
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                (state.has_sword(player) or state.world.swords[player] == 'swordless')
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            )
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        ) and
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                    state.has('Fire Rod', player) or
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                    (
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                            state.has('Bombos', player) and
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                            # FIXME: the following only actually works for the vanilla location for swordless
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                            (state.has_sword(player) or state.world.swords[player] == 'swordless')
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                    )
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            ) and
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            (
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                    state.has_melee_weapon(player) or
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                    (state.has('Fire Rod', player) and state.can_extend_magic(player, 20)) or
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			@ -91,19 +101,23 @@ def KholdstareDefeatRule(state, player):
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            )
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    )
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def VitreousDefeatRule(state, player):
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def VitreousDefeatRule(state, player: int):
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    return state.can_shoot_arrows(player) or state.has_melee_weapon(player)
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def TrinexxDefeatRule(state, player):
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def TrinexxDefeatRule(state, player: int):
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    if not (state.has('Fire Rod', player) and state.has('Ice Rod', player)):
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        return False
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    return state.has('Hammer', player) or state.has('Tempered Sword', player) or state.has('Golden Sword', player) or \
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            (state.has('Master Sword', player) and state.can_extend_magic(player, 16)) or \
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            (state.has_sword(player) and state.can_extend_magic(player, 32))
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           (state.has('Master Sword', player) and state.can_extend_magic(player, 16)) or \
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           (state.has_sword(player) and state.can_extend_magic(player, 32))
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def AgahnimDefeatRule(state, player):
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def AgahnimDefeatRule(state, player: int):
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    return state.has_sword(player) or state.has('Hammer', player) or state.has('Bug Catching Net', player)
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boss_table = {
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    'Armos Knights': ('Armos', ArmosKnightsDefeatRule),
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    'Lanmolas': ('Lanmola', LanmolasDefeatRule),
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			@ -119,31 +133,36 @@ boss_table = {
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    'Agahnim2': ('Agahnim2', AgahnimDefeatRule)
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}
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anywhere_bosses = ["Moldorm", "Helmasaur King", "Mothula", "Vitreous"]
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def can_place_boss(world, player, boss, dungeon_name, level=None):
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def can_place_boss(world, player: int, boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
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    if world.swords[player] in ['swordless'] and boss == 'Kholdstare' and dungeon_name != 'Ice Palace':
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        return False
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    if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and level == 'top':
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        if boss in ["Armos Knights", "Arrghus",	"Blind", "Trinexx", "Lanmolas"]:
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        if boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]:
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            return False
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    if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and level == 'middle':
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        if boss in ["Blind"]:
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            return False
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    if dungeon_name == 'Tower of Hera' and boss in ["Armos Knights", "Arrghus",	"Blind", "Trinexx", "Lanmolas"]:
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    if dungeon_name == 'Tower of Hera' and boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]:
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        return False
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    if dungeon_name == 'Skull Woods' and boss in ["Trinexx"]:
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        return False
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    if boss in ["Agahnim",	"Agahnim2",	"Ganon"]:
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    if boss in ["Agahnim", "Agahnim2", "Ganon"]:
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        return False
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    return True
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def place_bosses(world, player):
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def place_boss(world, player: int, boss: str, location: str, level: Optional[str]):
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    logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
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    world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player)
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def place_bosses(world, player: int):
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    if world.boss_shuffle[player] == 'none':
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        return
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    # Most to least restrictive order
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			@ -180,63 +199,64 @@ def place_bosses(world, player):
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            ['Inverted Ganons Tower', 'bottom'],
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        ]
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    all_bosses = sorted(boss_table.keys()) #sorted to be deterministic on older pythons
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    all_bosses = sorted(boss_table.keys())  # sorted to be deterministic on older pythons
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    placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']]
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    anywhere_bosses = [boss for boss in placeable_bosses if all(
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        can_place_boss(world, player, boss, loc, level) for loc, level in boss_locations)]
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    if world.boss_shuffle[player] in ["basic", "normal"]:
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        # temporary hack for swordless kholdstare:
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        if world.swords[player] == 'swordless':
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            world.get_dungeon('Ice Palace', player).boss = BossFactory('Kholdstare', player)
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            logging.getLogger('').debug('Placing boss Kholdstare at Ice Palace')
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            place_boss(world, player, 'Kholdstare', 'Ice Palace', None)
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            boss_locations.remove(['Ice Palace', None])
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            placeable_bosses.remove('Kholdstare')
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        if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled
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        if world.boss_shuffle[player] == "basic":  # vanilla bosses shuffled
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            bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
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        else: # all bosses present, the three duplicates chosen at random
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        else:  # all bosses present, the three duplicates chosen at random
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            bosses = all_bosses + [world.random.choice(placeable_bosses) for _ in range(3)]
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        logging.debug('Bosses chosen %s', bosses)
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        world.random.shuffle(bosses)
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        for [loc, level] in boss_locations:
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            loc_text = loc + (' ('+level+')' if level else '')
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            boss = next((b for b in bosses if can_place_boss(world, player, b, loc, level)), None)
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            if not boss:
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                loc_text = loc + (' (' + level + ')' if level else '')
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                raise FillError('Could not place boss for location %s' % loc_text)
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            bosses.remove(boss)
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            place_boss(world, player, boss, loc, level)
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            logging.debug('Placing boss %s at %s', boss, loc_text)
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            world.get_dungeon(loc, player).bosses[level] = BossFactory(boss, player)
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    elif world.boss_shuffle[player] == "chaos": #all bosses chosen at random
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    elif world.boss_shuffle[player] == "chaos":  # all bosses chosen at random
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        for [loc, level] in boss_locations:
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            loc_text = loc + (' ('+level+')' if level else '')
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            try:
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                boss = world.random.choice(
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                    [b for b in placeable_bosses if can_place_boss(world, player, b, loc, level)])
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            except IndexError:
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                loc_text = loc + (' (' + level + ')' if level else '')
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                raise FillError('Could not place boss for location %s' % loc_text)
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            else:
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                place_boss(world, player, boss, loc, level)
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            logging.debug('Placing boss %s at %s', boss, loc_text)
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            world.get_dungeon(loc, player).bosses[level] = BossFactory(boss, player)
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    elif world.boss_shuffle[player] == "singularity":
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        if world.swords[player] == 'swordless':
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            boss = world.random.choice(anywhere_bosses)
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        else:
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            boss = world.random.choice(anywhere_bosses + ["Kholdstare"])
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        for [loc, level] in boss_locations:
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            logging.debug('Placing boss %s at %s', boss, loc + (' ('+level+')' if level else ''))
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            world.get_dungeon(loc, player).bosses[level] = BossFactory(boss, player)
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        boss = world.random.choice(anywhere_bosses)
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        for loc, level in boss_locations:
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            place_boss(world, player, boss, loc, level)
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    elif world.boss_shuffle[player] == "duality":
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        if world.swords[player] == 'swordless':
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            used_anywhere_bosses = anywhere_bosses
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        else:
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            used_anywhere_bosses = anywhere_bosses + ["Kholdstare"]
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        # pick a boss that can only appear in some places
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        limited_boss = world.random.choice([boss for boss in placeable_bosses if boss not in anywhere_bosses])
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        limited_boss = world.random.choice([boss for boss in placeable_bosses if boss not in used_anywhere_bosses])
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        anywhere_boss = world.random.choice(used_anywhere_bosses)
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        for [loc, level] in boss_locations:
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            boss = limited_boss if can_place_boss(world, player, limited_boss, loc, level) else anywhere_boss
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            logging.debug('Placing boss %s at %s', boss, loc + (' ('+level+')' if level else ''))
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            world.get_dungeon(loc, player).bosses[level] = BossFactory(boss, player)
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        remaining_boss_locations = []
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        for loc, level in boss_locations:
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            #place that boss where it can go
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            if can_place_boss(world, player, limited_boss, loc, level):
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                place_boss(world, player, limited_boss, loc, level)
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            else:
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                remaining_boss_locations.append((loc, level))
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        #pick a boss to go into the remaining locations
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        remaining_boss = world.random.choice([boss for boss in placeable_bosses if all(
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            can_place_boss(world, player, boss, loc, level) for loc, level in remaining_boss_locations)])
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        logging.info([boss for boss in placeable_bosses if all(
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            can_place_boss(world, player, boss, loc, level) for loc, level in remaining_boss_locations)])
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        for loc, level in remaining_boss_locations:
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            place_boss(world, player, remaining_boss, loc, level)
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