Merge pull request #104 from alwaysintreble/ror2
Risk of rain 2: Revert breaking naming change
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					@ -15,7 +15,7 @@ base_location_table = {
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}
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					}
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# 37006 - 37106
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					# 37006 - 37106
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item_pickups = {
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					item_pickups = {
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    f"Item Pickup {i}": 37005+i for i in range(1, 101)
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					    f"ItemPickup{i}": 37005+i for i in range(1, 101)
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}
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					}
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location_table = {**base_location_table, **item_pickups}
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					location_table = {**base_location_table, **item_pickups}
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					@ -20,15 +20,15 @@ def set_rules(world: MultiWorld, player: int):
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    # lock item pickup access based on level completion
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					    # lock item pickup access based on level completion
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    for i in range(1, items_per_level):
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					    for i in range(1, items_per_level):
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        set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: True)
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					        set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: True)
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    for i in range(items_per_level, 2*items_per_level):
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					    for i in range(items_per_level, 2*items_per_level):
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        set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level One", player))
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					        set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level One", player))
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    for i in range(2*items_per_level, 3*items_per_level):
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					    for i in range(2*items_per_level, 3*items_per_level):
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        set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level Two", player))
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					        set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level Two", player))
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    for i in range(3*items_per_level, 4*items_per_level):
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					    for i in range(3*items_per_level, 4*items_per_level):
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        set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level Three", player))
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					        set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level Three", player))
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    for i in range(4*items_per_level, world.total_locations[player]+1):
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					    for i in range(4*items_per_level, world.total_locations[player] + 1):
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        set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level Four", player))
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					        set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level Four", player))
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    # require items to beat each stage
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					    # require items to beat each stage
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    set_rule(world.get_location("Level Two", player),
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					    set_rule(world.get_location("Level Two", player),
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					@ -64,6 +64,7 @@ class RiskOfRainWorld(World):
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                "Equipment": self.world.equipment[self.player].value
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					                "Equipment": self.world.equipment[self.player].value
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            }
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					            }
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					        # remove lunar items from the pool if they're disabled in the yaml unless lunartic is rolled
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        if not self.world.enable_lunar[self.player]:
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					        if not self.world.enable_lunar[self.player]:
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            if not pool_option == 4:
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					            if not pool_option == 4:
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                junk_pool.pop("Lunar Item")
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					                junk_pool.pop("Lunar Item")
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					@ -110,7 +111,7 @@ def create_regions(world, player: int):
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        create_region(world, player, 'Menu', None, ['Lobby']),
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					        create_region(world, player, 'Menu', None, ['Lobby']),
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        create_region(world, player, 'Petrichor V',
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					        create_region(world, player, 'Petrichor V',
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                      [location for location in base_location_table] +
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					                      [location for location in base_location_table] +
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                      [f"Item Pickup {i}" for i in range(1, 1 + world.total_locations[player])])
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					                      [f"ItemPickup{i}" for i in range(1, 1 + world.total_locations[player])])
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    ]
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					    ]
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    world.get_entrance("Lobby", player).connect(world.get_region("Petrichor V", player))
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					    world.get_entrance("Lobby", player).connect(world.get_region("Petrichor V", player))
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