286 lines
15 KiB
Python
286 lines
15 KiB
Python
import logging
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from typing import List
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from BaseClasses import Tutorial
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from worlds.AutoWorld import WebWorld, World
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from .Items import KH1Item, KH1ItemData, event_item_table, get_items_by_category, item_table, item_name_groups
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from .Locations import KH1Location, location_table, get_locations_by_category, location_name_groups
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from .Options import KH1Options, kh1_option_groups
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from .Regions import connect_entrances, create_regions
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from .Rules import set_rules
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from .Presets import kh1_option_presets
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from worlds.LauncherComponents import Component, components, Type, launch_subprocess
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def launch_client():
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from .Client import launch
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launch_subprocess(launch, name="KH1 Client")
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components.append(Component("KH1 Client", "KH1Client", func=launch_client, component_type=Type.CLIENT))
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class KH1Web(WebWorld):
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theme = "ocean"
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tutorials = [Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up the Kingdom Hearts Randomizer software on your computer."
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"This guide covers single-player, multiworld, and related software.",
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"English",
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"kh1_en.md",
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"kh1/en",
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["Gicu"]
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)]
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option_groups = kh1_option_groups
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options_presets = kh1_option_presets
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class KH1World(World):
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"""
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Kingdom Hearts is an action RPG following Sora on his journey
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through many worlds to find Riku and Kairi.
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"""
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game = "Kingdom Hearts"
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options_dataclass = KH1Options
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options: KH1Options
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topology_present = True
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web = KH1Web()
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item_name_to_id = {name: data.code for name, data in item_table.items()}
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location_name_to_id = {name: data.code for name, data in location_table.items()}
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item_name_groups = item_name_groups
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location_name_groups = location_name_groups
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fillers = {}
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fillers.update(get_items_by_category("Item"))
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fillers.update(get_items_by_category("Camping"))
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fillers.update(get_items_by_category("Stat Ups"))
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def create_items(self):
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self.place_predetermined_items()
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# Handle starting worlds
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starting_worlds = []
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if self.options.starting_worlds > 0:
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possible_starting_worlds = ["Wonderland", "Olympus Coliseum", "Deep Jungle", "Agrabah", "Monstro", "Halloween Town", "Neverland", "Hollow Bastion"]
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if self.options.atlantica:
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possible_starting_worlds.append("Atlantica")
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if self.options.end_of_the_world_unlock == "item":
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possible_starting_worlds.append("End of the World")
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starting_worlds = self.random.sample(possible_starting_worlds, min(self.options.starting_worlds.value, len(possible_starting_worlds)))
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for starting_world in starting_worlds:
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self.multiworld.push_precollected(self.create_item(starting_world))
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item_pool: List[KH1Item] = []
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possible_level_up_item_pool = []
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level_up_item_pool = []
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# Calculate Level Up Items
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# Fill pool with mandatory items
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for _ in range(self.options.item_slot_increase):
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level_up_item_pool.append("Item Slot Increase")
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for _ in range(self.options.accessory_slot_increase):
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level_up_item_pool.append("Accessory Slot Increase")
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# Create other pool
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for _ in range(self.options.strength_increase):
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possible_level_up_item_pool.append("Strength Increase")
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for _ in range(self.options.defense_increase):
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possible_level_up_item_pool.append("Defense Increase")
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for _ in range(self.options.hp_increase):
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possible_level_up_item_pool.append("Max HP Increase")
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for _ in range(self.options.mp_increase):
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possible_level_up_item_pool.append("Max MP Increase")
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for _ in range(self.options.ap_increase):
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possible_level_up_item_pool.append("Max AP Increase")
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# Fill remaining pool with items from other pool
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self.random.shuffle(possible_level_up_item_pool)
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level_up_item_pool = level_up_item_pool + possible_level_up_item_pool[:(100 - len(level_up_item_pool))]
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level_up_locations = list(get_locations_by_category("Levels").keys())
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self.random.shuffle(level_up_item_pool)
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current_level_for_placing_stats = self.options.force_stats_on_levels.value
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while len(level_up_item_pool) > 0 and current_level_for_placing_stats <= self.options.level_checks:
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self.get_location(level_up_locations[current_level_for_placing_stats - 1]).place_locked_item(self.create_item(level_up_item_pool.pop()))
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current_level_for_placing_stats += 1
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# Calculate prefilled locations and items
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prefilled_items = []
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if self.options.vanilla_emblem_pieces:
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prefilled_items = prefilled_items + ["Emblem Piece (Flame)", "Emblem Piece (Chest)", "Emblem Piece (Fountain)", "Emblem Piece (Statue)"]
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total_locations = len(self.multiworld.get_unfilled_locations(self.player))
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non_filler_item_categories = ["Key", "Magic", "Worlds", "Trinities", "Cups", "Summons", "Abilities", "Shared Abilities", "Keyblades", "Accessory", "Weapons", "Puppies"]
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if self.options.hundred_acre_wood:
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non_filler_item_categories.append("Torn Pages")
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for name, data in item_table.items():
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quantity = data.max_quantity
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if data.category not in non_filler_item_categories:
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continue
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if name in starting_worlds:
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continue
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if data.category == "Puppies":
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if self.options.puppies == "triplets" and "-" in name:
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item_pool += [self.create_item(name) for _ in range(quantity)]
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if self.options.puppies == "individual" and "Puppy" in name:
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item_pool += [self.create_item(name) for _ in range(0, quantity)]
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if self.options.puppies == "full" and name == "All Puppies":
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item_pool += [self.create_item(name) for _ in range(0, quantity)]
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elif name == "Atlantica":
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if self.options.atlantica:
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item_pool += [self.create_item(name) for _ in range(0, quantity)]
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elif name == "Mermaid Kick":
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if self.options.atlantica:
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if self.options.extra_shared_abilities:
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item_pool += [self.create_item(name) for _ in range(0, 2)]
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else:
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item_pool += [self.create_item(name) for _ in range(0, quantity)]
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elif name == "Crystal Trident":
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if self.options.atlantica:
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item_pool += [self.create_item(name) for _ in range(0, quantity)]
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elif name == "High Jump":
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if self.options.extra_shared_abilities:
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item_pool += [self.create_item(name) for _ in range(0, 3)]
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else:
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item_pool += [self.create_item(name) for _ in range(0, quantity)]
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elif name == "Progressive Glide":
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if self.options.extra_shared_abilities:
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item_pool += [self.create_item(name) for _ in range(0, 4)]
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else:
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item_pool += [self.create_item(name) for _ in range(0, quantity)]
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elif name == "End of the World":
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if self.options.end_of_the_world_unlock.current_key == "item":
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item_pool += [self.create_item(name) for _ in range(0, quantity)]
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elif name == "EXP Zero":
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if self.options.exp_zero_in_pool:
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item_pool += [self.create_item(name) for _ in range(0, quantity)]
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elif name not in prefilled_items:
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item_pool += [self.create_item(name) for _ in range(0, quantity)]
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for i in range(self.determine_reports_in_pool()):
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item_pool += [self.create_item("Ansem's Report " + str(i+1))]
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while len(item_pool) < total_locations and len(level_up_item_pool) > 0:
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item_pool += [self.create_item(level_up_item_pool.pop())]
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# Fill any empty locations with filler items.
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while len(item_pool) < total_locations:
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item_pool.append(self.create_item(self.get_filler_item_name()))
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self.multiworld.itempool += item_pool
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def place_predetermined_items(self) -> None:
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goal_dict = {
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"sephiroth": "Olympus Coliseum Defeat Sephiroth Ansem's Report 12",
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"unknown": "Hollow Bastion Defeat Unknown Ansem's Report 13",
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"postcards": "Traverse Town Mail Postcard 10 Event",
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"final_ansem": "Final Ansem",
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"puppies": "Traverse Town Piano Room Return 99 Puppies Reward 2",
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"final_rest": "End of the World Final Rest Chest"
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}
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self.get_location(goal_dict[self.options.goal.current_key]).place_locked_item(self.create_item("Victory"))
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if self.options.vanilla_emblem_pieces:
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self.get_location("Hollow Bastion Entrance Hall Emblem Piece (Flame)").place_locked_item(self.create_item("Emblem Piece (Flame)"))
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self.get_location("Hollow Bastion Entrance Hall Emblem Piece (Statue)").place_locked_item(self.create_item("Emblem Piece (Statue)"))
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self.get_location("Hollow Bastion Entrance Hall Emblem Piece (Fountain)").place_locked_item(self.create_item("Emblem Piece (Fountain)"))
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self.get_location("Hollow Bastion Entrance Hall Emblem Piece (Chest)").place_locked_item(self.create_item("Emblem Piece (Chest)"))
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def get_filler_item_name(self) -> str:
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weights = [data.weight for data in self.fillers.values()]
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return self.random.choices([filler for filler in self.fillers.keys()], weights)[0]
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def fill_slot_data(self) -> dict:
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slot_data = {"xpmult": int(self.options.exp_multiplier)/16,
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"required_reports_eotw": self.determine_reports_required_to_open_end_of_the_world(),
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"required_reports_door": self.determine_reports_required_to_open_final_rest_door(),
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"door": self.options.final_rest_door.current_key,
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"seed": self.multiworld.seed_name,
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"advanced_logic": bool(self.options.advanced_logic),
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"hundred_acre_wood": bool(self.options.hundred_acre_wood),
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"atlantica": bool(self.options.atlantica),
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"goal": str(self.options.goal.current_key)}
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if self.options.randomize_keyblade_stats:
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min_str_bonus = min(self.options.keyblade_min_str.value, self.options.keyblade_max_str.value)
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max_str_bonus = max(self.options.keyblade_min_str.value, self.options.keyblade_max_str.value)
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self.options.keyblade_min_str.value = min_str_bonus
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self.options.keyblade_max_str.value = max_str_bonus
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min_mp_bonus = min(self.options.keyblade_min_mp.value, self.options.keyblade_max_mp.value)
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max_mp_bonus = max(self.options.keyblade_min_mp.value, self.options.keyblade_max_mp.value)
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self.options.keyblade_min_mp.value = min_mp_bonus
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self.options.keyblade_max_mp.value = max_mp_bonus
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slot_data["keyblade_stats"] = ""
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for i in range(22):
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if i < 4 and self.options.bad_starting_weapons:
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slot_data["keyblade_stats"] = slot_data["keyblade_stats"] + "1,0,"
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else:
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str_bonus = int(self.random.randint(min_str_bonus, max_str_bonus))
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mp_bonus = int(self.random.randint(min_mp_bonus, max_mp_bonus))
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slot_data["keyblade_stats"] = slot_data["keyblade_stats"] + str(str_bonus) + "," + str(mp_bonus) + ","
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slot_data["keyblade_stats"] = slot_data["keyblade_stats"][:-1]
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if self.options.donald_death_link:
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slot_data["donalddl"] = ""
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if self.options.goofy_death_link:
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slot_data["goofydl"] = ""
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if self.options.keyblades_unlock_chests:
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slot_data["chestslocked"] = ""
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else:
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slot_data["chestsunlocked"] = ""
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if self.options.interact_in_battle:
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slot_data["interactinbattle"] = ""
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return slot_data
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def create_item(self, name: str) -> KH1Item:
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data = item_table[name]
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return KH1Item(name, data.classification, data.code, self.player)
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def create_event(self, name: str) -> KH1Item:
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data = event_item_table[name]
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return KH1Item(name, data.classification, data.code, self.player)
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def set_rules(self):
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set_rules(self)
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def create_regions(self):
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create_regions(self.multiworld, self.player, self.options)
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def connect_entrances(self):
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connect_entrances(self.multiworld, self.player)
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def generate_early(self):
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value_names = ["Reports to Open End of the World", "Reports to Open Final Rest Door", "Reports in Pool"]
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initial_report_settings = [self.options.required_reports_eotw.value, self.options.required_reports_door.value, self.options.reports_in_pool.value]
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self.change_numbers_of_reports_to_consider()
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new_report_settings = [self.options.required_reports_eotw.value, self.options.required_reports_door.value, self.options.reports_in_pool.value]
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for i in range(3):
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if initial_report_settings[i] != new_report_settings[i]:
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logging.info(f"{self.player_name}'s value {initial_report_settings[i]} for \"{value_names[i]}\" was invalid\n"
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f"Setting \"{value_names[i]}\" value to {new_report_settings[i]}")
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def change_numbers_of_reports_to_consider(self) -> None:
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if self.options.end_of_the_world_unlock == "reports" and self.options.final_rest_door == "reports":
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self.options.required_reports_eotw.value, self.options.required_reports_door.value, self.options.reports_in_pool.value = sorted(
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[self.options.required_reports_eotw.value, self.options.required_reports_door.value, self.options.reports_in_pool.value])
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elif self.options.end_of_the_world_unlock == "reports":
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self.options.required_reports_eotw.value, self.options.reports_in_pool.value = sorted(
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[self.options.required_reports_eotw.value, self.options.reports_in_pool.value])
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elif self.options.final_rest_door == "reports":
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self.options.required_reports_door.value, self.options.reports_in_pool.value = sorted(
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[self.options.required_reports_door.value, self.options.reports_in_pool.value])
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def determine_reports_in_pool(self) -> int:
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if self.options.end_of_the_world_unlock == "reports" or self.options.final_rest_door == "reports":
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return self.options.reports_in_pool.value
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return 0
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def determine_reports_required_to_open_end_of_the_world(self) -> int:
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if self.options.end_of_the_world_unlock == "reports":
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return self.options.required_reports_eotw.value
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return 14
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def determine_reports_required_to_open_final_rest_door(self) -> int:
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if self.options.final_rest_door == "reports":
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return self.options.required_reports_door.value
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return 14
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