* Item Plando updates
Add True option for item count to place the number of that item that is in the item pool.
Prioritize plando blocks by location count minus item count, so that the least flexible blocks are handled first to increase likelihood of success.
True and False for Force option are coming in as bools instead of strings, so that had to be accounted for.
Several other bug fixes.
Options: implement progression balancing and accessibility on new system
Options: implement the notion of "common" and "per_game_common" options in various systems
Options: centralize item and location name checking
Spoiler: prettier print some lists, sets and dicts
WebHost: add common options into /templates
AutoWorld: Now correctly automatically applies State.remove if collect_item is also correct
LttP: Make keys advancement items
This feels like it improved generation chance. Might not be the case.
Generator: Re-allow names with spaces (and see what breaks)
Generator: Removed teams (Note that teams are intended to move from a generation step feature to a server runtime feature, allowing dynamic creation of an already generated MW)
LttP: All Rom Options are now on the new system
LttP: palette option "random" is now called "good"
LttP: Roms are now created as part of the general output file creation step
LttP: disable Music is now Music, removing potential double negatives
LttP & Factorio: Progressive option random is now grouped_random
LttP: Enemy damage option random is now Enemy damage: chaos
Other changes:
host.yaml Multi Mystery options were moved and changed
generate_output now has an output_directory argument
MultiWorld.get_game_players(<game>) now replaces <game>_player_ids
Python venv should now work properly
This also changes behaviour slightly; it used to fill beatable only players' items first, now it shuffles it all together. It is not documented why this was done, so hopefully this doesn't undo something intentional.