Factorio: Prevent invalid item counts in start items.
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			@ -2,6 +2,7 @@ from __future__ import annotations
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from typing import Dict, Set, Tuple, List, Optional
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from BaseClasses import MultiWorld, Item, CollectionState, Location
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from Options import Option
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class AutoWorldRegister(type):
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			@ -67,7 +68,7 @@ class World(metaclass=AutoWorldRegister):
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    """A World object encompasses a game's Items, Locations, Rules and additional data or functionality required.
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    A Game should have its own subclass of World in which it defines the required data structures."""
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    options: dict = {}  # link your Options mapping
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    options: Dict[str, type(Option)] = {}  # link your Options mapping
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    game: str  # name the game
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    topology_present: bool = False  # indicate if world type has any meaningful layout/pathing
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    all_names: Set[str] = frozenset()  # gets automatically populated with all item, item group and location names
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			@ -170,9 +171,9 @@ class World(metaclass=AutoWorldRegister):
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    def get_required_client_version(self) -> Tuple[int, int, int]:
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        return 0, 1, 6
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    # end of Main.py calls
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    # end of ordered Main.py calls
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    def collect_item(self, state: CollectionState, item: Item, remove=False) -> Optional[str]:
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    def collect_item(self, state: CollectionState, item: Item, remove: bool = False) -> Optional[str]:
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        """Collect an item name into state. For speed reasons items that aren't logically useful get skipped.
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        Collect None to skip item.
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        :param remove: indicate if this is meant to remove from state instead of adding."""
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			@ -124,6 +124,12 @@ class FactorioStartItems(OptionDict):
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    displayname = "Starting Items"
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    default = {"burner-mining-drill": 19, "stone-furnace": 19}
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    def __init__(self, value: typing.Dict[str, typing.Any]):
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        print(value)
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        if any(item_count < 1 for item_count in value.values()):
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            raise Exception("Cannot have non-positive item counts.")
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        super().__init__(value)
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class TrapCount(Range):
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    range_end = 4
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