553 lines
25 KiB
Python
553 lines
25 KiB
Python
import logging
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from typing import List
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from BaseClasses import Tutorial, ItemClassification
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from Fill import fast_fill
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from worlds.LauncherComponents import Component, components, Type, launch_subprocess
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from worlds.AutoWorld import World, WebWorld
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from .Items import *
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from .Locations import *
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from .Names import ItemName, LocationName, RegionName
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from .OpenKH import patch_kh2
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from .Options import KingdomHearts2Options
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from .Regions import create_regions, connect_regions
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from .Rules import *
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from .Subclasses import KH2Item
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def launch_client():
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from .Client import launch
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launch_subprocess(launch, name="KH2Client")
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components.append(Component("KH2 Client", "KH2Client", func=launch_client, component_type=Type.CLIENT))
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class KingdomHearts2Web(WebWorld):
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tutorials = [Tutorial(
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"Multiworld Setup Guide",
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"A guide to playing Kingdom Hearts 2 Final Mix with Archipelago.",
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"English",
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"setup_en.md",
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"setup/en",
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["JaredWeakStrike"]
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)]
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class KH2World(World):
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"""
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Kingdom Hearts II is an action role-playing game developed and published by Square Enix and released in 2005.
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It is the sequel to Kingdom Hearts and Kingdom Hearts: Chain of Memories, and like the two previous games,
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focuses on Sora and his friends' continued battle against the Darkness.
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"""
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game = "Kingdom Hearts 2"
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web = KingdomHearts2Web()
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required_client_version = (0, 4, 4)
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options_dataclass = KingdomHearts2Options
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options: KingdomHearts2Options
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item_name_to_id = {item: item_id
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for item_id, item in enumerate(item_dictionary_table.keys(), 0x130000)}
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location_name_to_id = {item: location
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for location, item in enumerate(all_locations.keys(), 0x130000)}
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item_name_groups = item_groups
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location_name_groups = location_groups
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visitlocking_dict: Dict[str, int]
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plando_locations: Dict[str, str]
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lucky_emblem_amount: int
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lucky_emblem_required: int
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bounties_required: int
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bounties_amount: int
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filler_items: List[str]
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item_quantity_dict: Dict[str, int]
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local_items: Dict[int, int]
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sora_ability_dict: Dict[str, int]
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goofy_ability_dict: Dict[str, int]
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donald_ability_dict: Dict[str, int]
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total_locations: int
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# growth_list: list[str]
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def __init__(self, multiworld: "MultiWorld", player: int):
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super().__init__(multiworld, player)
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# random_super_boss_list List[str]
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# has to be in __init__ or else other players affect each other's bounties
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self.random_super_boss_list = list()
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self.growth_list = list()
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# lists of KH2Item
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self.keyblade_ability_pool = list()
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self.goofy_get_bonus_abilities = list()
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self.goofy_weapon_abilities = list()
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self.donald_get_bonus_abilities = list()
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self.donald_weapon_abilities = list()
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self.slot_data_goofy_weapon = dict()
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self.slot_data_sora_weapon = dict()
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self.slot_data_donald_weapon = dict()
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def fill_slot_data(self) -> dict:
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for ability in self.slot_data_sora_weapon:
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if ability in self.sora_ability_dict and self.sora_ability_dict[ability] >= 1:
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self.sora_ability_dict[ability] -= 1
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self.donald_ability_dict = {k: v.quantity for k, v in DonaldAbility_Table.items()}
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for ability in self.slot_data_donald_weapon:
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if ability in self.donald_ability_dict and self.donald_ability_dict[ability] >= 1:
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self.donald_ability_dict[ability] -= 1
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self.goofy_ability_dict = {k: v.quantity for k, v in GoofyAbility_Table.items()}
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for ability in self.slot_data_goofy_weapon:
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if ability in self.goofy_ability_dict and self.goofy_ability_dict[ability] >= 1:
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self.goofy_ability_dict[ability] -= 1
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slot_data = self.options.as_dict(
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"Goal",
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"FinalXemnas",
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"LuckyEmblemsRequired",
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"BountyRequired",
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"FightLogic",
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"FinalFormLogic",
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"AutoFormLogic",
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"LevelDepth",
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"DonaldGoofyStatsanity",
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"CorSkipToggle"
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)
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slot_data.update({
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"hitlist": [], # remove this after next update
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"PoptrackerVersionCheck": 4.3,
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"KeybladeAbilities": self.sora_ability_dict,
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"StaffAbilities": self.donald_ability_dict,
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"ShieldAbilities": self.goofy_ability_dict,
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})
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return slot_data
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def create_item(self, name: str) -> Item:
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"""
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Returns created KH2Item
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"""
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# data = item_dictionary_table[name]
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if name in progression_set:
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item_classification = ItemClassification.progression
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elif name in useful_set:
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item_classification = ItemClassification.useful
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else:
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item_classification = ItemClassification.filler
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created_item = KH2Item(name, item_classification, self.item_name_to_id[name], self.player)
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return created_item
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def create_event_item(self, name: str) -> Item:
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item_classification = ItemClassification.progression
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created_item = KH2Item(name, item_classification, None, self.player)
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return created_item
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def create_items(self) -> None:
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"""
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Fills ItemPool and manages schmovement, random growth, visit locking and random starting visit locking.
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"""
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self.visitlocking_dict = visit_locking_dict["AllVisitLocking"].copy()
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if self.options.Schmovement != "level_0":
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for _ in range(self.options.Schmovement.value):
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for name in Movement_Table.keys():
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self.item_quantity_dict[name] -= 1
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self.growth_list.remove(name)
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self.multiworld.push_precollected(self.create_item(name))
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if self.options.RandomGrowth:
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max_growth = min(self.options.RandomGrowth.value, len(self.growth_list))
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for _ in range(max_growth):
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random_growth = self.random.choice(self.growth_list)
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self.item_quantity_dict[random_growth] -= 1
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self.growth_list.remove(random_growth)
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self.multiworld.push_precollected(self.create_item(random_growth))
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if self.options.Visitlocking == "no_visit_locking":
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for item, amount in visit_locking_dict["AllVisitLocking"].items():
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for _ in range(amount):
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self.multiworld.push_precollected(self.create_item(item))
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self.item_quantity_dict[item] -= 1
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self.visitlocking_dict[item] -= 1
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if self.visitlocking_dict[item] == 0:
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self.visitlocking_dict.pop(item)
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elif self.options.Visitlocking == "second_visit_locking":
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for item in visit_locking_dict["2VisitLocking"]:
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self.item_quantity_dict[item] -= 1
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self.visitlocking_dict[item] -= 1
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if self.visitlocking_dict[item] == 0:
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self.visitlocking_dict.pop(item)
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self.multiworld.push_precollected(self.create_item(item))
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for _ in range(self.options.RandomVisitLockingItem.value):
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if sum(self.visitlocking_dict.values()) <= 0:
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break
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visitlocking_set = list(self.visitlocking_dict.keys())
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item = self.random.choice(visitlocking_set)
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self.item_quantity_dict[item] -= 1
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self.visitlocking_dict[item] -= 1
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if self.visitlocking_dict[item] == 0:
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self.visitlocking_dict.pop(item)
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self.multiworld.push_precollected(self.create_item(item))
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itempool = [self.create_item(item) for item, data in self.item_quantity_dict.items() for _ in range(data)]
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# Creating filler for unfilled locations
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itempool += [self.create_filler() for _ in range(self.total_locations - len(itempool))]
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self.multiworld.itempool += itempool
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def generate_early(self) -> None:
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"""
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Determines the quantity of items and maps plando locations to items.
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"""
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# Item: Quantity Map
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# Example. Quick Run: 4
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self.total_locations = len(all_locations.keys())
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for x in range(4):
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self.growth_list.extend(Movement_Table.keys())
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self.item_quantity_dict = {item: data.quantity for item, data in item_dictionary_table.items()}
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self.sora_ability_dict = {k: v.quantity for dic in [SupportAbility_Table, ActionAbility_Table] for k, v in
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dic.items()}
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# Dictionary to mark locations with their plandoed item
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# Example. Final Xemnas: Victory
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# 3 random support abilities because there are left over slots
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support_abilities = list(SupportAbility_Table.keys())
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for _ in range(6):
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random_support_ability = self.random.choice(support_abilities)
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self.item_quantity_dict[random_support_ability] += 1
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self.sora_ability_dict[random_support_ability] += 1
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self.plando_locations = dict()
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self.starting_invo_verify()
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for k, v in self.options.CustomItemPoolQuantity.value.items():
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# kh2's items cannot hold more than a byte
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if 255 > v > self.item_quantity_dict[k] and k in default_itempool_option.keys():
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self.item_quantity_dict[k] = v
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elif 255 <= v:
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logging.warning(
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f"{self.player} has too many {k} in their CustomItemPool setting. Setting to default quantity")
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# Option to turn off Promise Charm Item
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if not self.options.Promise_Charm:
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del self.item_quantity_dict[ItemName.PromiseCharm]
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if not self.options.AntiForm:
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del self.item_quantity_dict[ItemName.AntiForm]
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self.set_excluded_locations()
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if self.options.Goal not in ["hitlist", "three_proofs"]:
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self.lucky_emblem_amount = self.options.LuckyEmblemsAmount.value
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self.lucky_emblem_required = self.options.LuckyEmblemsRequired.value
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self.emblem_verify()
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# hitlist
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if self.options.Goal not in ["lucky_emblem_hunt", "three_proofs"]:
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self.random_super_boss_list.extend(exclusion_table["Hitlist"])
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self.bounties_amount = self.options.BountyAmount.value
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self.bounties_required = self.options.BountyRequired.value
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self.hitlist_verify()
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prio_hitlist = [location for location in self.options.priority_locations.value if
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location in self.random_super_boss_list]
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for bounty in range(self.options.BountyAmount.value):
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if prio_hitlist:
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random_boss = self.random.choice(prio_hitlist)
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prio_hitlist.remove(random_boss)
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else:
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random_boss = self.random.choice(self.random_super_boss_list)
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self.plando_locations[random_boss] = ItemName.Bounty
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self.random_super_boss_list.remove(random_boss)
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self.total_locations -= 1
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self.donald_gen_early()
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self.goofy_gen_early()
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self.keyblade_gen_early()
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# final xemnas isn't a location anymore
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# self.total_locations -= 1
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if self.options.WeaponSlotStartHint:
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for location in all_weapon_slot:
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self.options.start_location_hints.value.add(location)
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if self.options.FillerItemsLocal:
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for item in filler_items:
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self.options.local_items.value.add(item)
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# By imitating remote this doesn't have to be plandoded filler anymore
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# for location in {LocationName.JunkMedal, LocationName.JunkMedal}:
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# self.plando_locations[location] = random_stt_item
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if not self.options.SummonLevelLocationToggle:
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self.total_locations -= 6
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self.total_locations -= self.level_subtraction()
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def pre_fill(self):
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"""
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Plandoing Events and Fast_Fill for donald,goofy and sora
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"""
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self.donald_pre_fill()
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self.goofy_pre_fill()
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self.keyblade_pre_fill()
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for location, item in self.plando_locations.items():
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self.multiworld.get_location(location, self.player).place_locked_item(
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self.create_item(item))
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def create_regions(self):
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"""
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Creates the Regions and Connects them.
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"""
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create_regions(self)
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connect_regions(self)
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def set_rules(self):
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"""
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Sets the Logic for the Regions and Locations.
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"""
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universal_logic = Rules.KH2WorldRules(self)
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form_logic = Rules.KH2FormRules(self)
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fight_rules = Rules.KH2FightRules(self)
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fight_rules.set_kh2_fight_rules()
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universal_logic.set_kh2_rules()
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form_logic.set_kh2_form_rules()
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def generate_output(self, output_directory: str):
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"""
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Generates the .zip for OpenKH (The KH Mod Manager)
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"""
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patch_kh2(self, output_directory)
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def donald_gen_early(self):
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random_prog_ability = self.random.choice([ItemName.Fantasia, ItemName.FlareForce])
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donald_master_ability = [donald_ability for donald_ability in DonaldAbility_Table.keys() for _ in
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range(self.item_quantity_dict[donald_ability]) if
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donald_ability != random_prog_ability]
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self.donald_weapon_abilities = []
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self.donald_get_bonus_abilities = []
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# fill goofy weapons first
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for _ in range(15):
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random_ability = self.random.choice(donald_master_ability)
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donald_master_ability.remove(random_ability)
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self.donald_weapon_abilities += [self.create_item(random_ability)]
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self.item_quantity_dict[random_ability] -= 1
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self.total_locations -= 1
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self.slot_data_donald_weapon = [item_name.name for item_name in self.donald_weapon_abilities]
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if not self.options.DonaldGoofyStatsanity:
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# pre plando donald get bonuses
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self.donald_get_bonus_abilities += [self.create_item(random_prog_ability)]
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self.total_locations -= 1
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for item_name in donald_master_ability:
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self.donald_get_bonus_abilities += [self.create_item(item_name)]
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self.item_quantity_dict[item_name] -= 1
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self.total_locations -= 1
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def goofy_gen_early(self):
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random_prog_ability = self.random.choice([ItemName.Teamwork, ItemName.TornadoFusion])
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goofy_master_ability = [goofy_ability for goofy_ability in GoofyAbility_Table.keys() for _ in
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range(self.item_quantity_dict[goofy_ability]) if goofy_ability != random_prog_ability]
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self.goofy_weapon_abilities = []
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self.goofy_get_bonus_abilities = []
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# fill goofy weapons first
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for _ in range(15):
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random_ability = self.random.choice(goofy_master_ability)
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goofy_master_ability.remove(random_ability)
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self.goofy_weapon_abilities += [self.create_item(random_ability)]
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self.item_quantity_dict[random_ability] -= 1
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self.total_locations -= 1
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self.slot_data_goofy_weapon = [item_name.name for item_name in self.goofy_weapon_abilities]
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if not self.options.DonaldGoofyStatsanity:
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# pre plando goofy get bonuses
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self.goofy_get_bonus_abilities += [self.create_item(random_prog_ability)]
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self.total_locations -= 1
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for item_name in goofy_master_ability:
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self.goofy_get_bonus_abilities += [self.create_item(item_name)]
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self.item_quantity_dict[item_name] -= 1
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self.total_locations -= 1
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def keyblade_gen_early(self):
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keyblade_master_ability = [ability for ability in SupportAbility_Table.keys() if ability not in progression_set
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for _ in range(self.item_quantity_dict[ability])]
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self.keyblade_ability_pool = []
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for _ in range(len(Keyblade_Slots)):
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random_ability = self.random.choice(keyblade_master_ability)
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keyblade_master_ability.remove(random_ability)
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self.keyblade_ability_pool += [self.create_item(random_ability)]
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self.item_quantity_dict[random_ability] -= 1
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self.total_locations -= 1
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self.slot_data_sora_weapon = [item_name.name for item_name in self.keyblade_ability_pool]
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def goofy_pre_fill(self):
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"""
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Removes donald locations from the location pool maps random donald items to be plandoded.
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"""
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goofy_weapon_location_list = [self.multiworld.get_location(location, self.player) for location in
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Goofy_Checks.keys() if Goofy_Checks[location].yml == "Keyblade"]
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# take one of the 2 out
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# randomize the list with only
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for location in goofy_weapon_location_list:
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random_ability = self.random.choice(self.goofy_weapon_abilities)
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location.place_locked_item(random_ability)
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self.goofy_weapon_abilities.remove(random_ability)
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if not self.options.DonaldGoofyStatsanity:
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# plando goofy get bonuses
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goofy_get_bonus_location_pool = [self.multiworld.get_location(location, self.player) for location in
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Goofy_Checks.keys() if Goofy_Checks[location].yml != "Keyblade"]
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for location in goofy_get_bonus_location_pool:
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self.random.choice(self.goofy_get_bonus_abilities)
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random_ability = self.random.choice(self.goofy_get_bonus_abilities)
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location.place_locked_item(random_ability)
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self.goofy_get_bonus_abilities.remove(random_ability)
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def donald_pre_fill(self):
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donald_weapon_location_list = [self.multiworld.get_location(location, self.player) for location in
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Donald_Checks.keys() if Donald_Checks[location].yml == "Keyblade"]
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# take one of the 2 out
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# randomize the list with only
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for location in donald_weapon_location_list:
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random_ability = self.random.choice(self.donald_weapon_abilities)
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location.place_locked_item(random_ability)
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self.donald_weapon_abilities.remove(random_ability)
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if not self.options.DonaldGoofyStatsanity:
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# plando goofy get bonuses
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donald_get_bonus_location_pool = [self.multiworld.get_location(location, self.player) for location in
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Donald_Checks.keys() if Donald_Checks[location].yml != "Keyblade"]
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for location in donald_get_bonus_location_pool:
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random_ability = self.random.choice(self.donald_get_bonus_abilities)
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location.place_locked_item(random_ability)
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self.donald_get_bonus_abilities.remove(random_ability)
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def keyblade_pre_fill(self):
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"""
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Fills keyblade slots with abilities determined on player's setting
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"""
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keyblade_locations = [self.multiworld.get_location(location, self.player) for location in Keyblade_Slots.keys()]
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keyblade_ability_pool_copy = self.keyblade_ability_pool.copy()
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fast_fill(self.multiworld, keyblade_ability_pool_copy, keyblade_locations)
|
|
for location in keyblade_locations:
|
|
location.locked = True
|
|
|
|
def starting_invo_verify(self):
|
|
"""
|
|
Making sure the player doesn't put too many abilities in their starting inventory.
|
|
"""
|
|
for item, value in self.options.start_inventory.value.items():
|
|
if item in ActionAbility_Table \
|
|
or item in SupportAbility_Table or item in exclusion_item_table["StatUps"] \
|
|
or item in DonaldAbility_Table or item in GoofyAbility_Table:
|
|
# cannot have more than the quantity for abilties
|
|
if value > item_dictionary_table[item].quantity:
|
|
logging.info(
|
|
f"{self.multiworld.get_file_safe_player_name(self.player)} cannot have more than {item_dictionary_table[item].quantity} of {item}."
|
|
f" Changing the amount to the max amount")
|
|
value = item_dictionary_table[item].quantity
|
|
self.item_quantity_dict[item] -= value
|
|
|
|
def emblem_verify(self):
|
|
"""
|
|
Making sure lucky emblems have amount>=required.
|
|
"""
|
|
if self.lucky_emblem_amount < self.lucky_emblem_required:
|
|
logging.info(
|
|
f"Lucky Emblem Amount {self.options.LuckyEmblemsAmount.value} is less than required "
|
|
f"{self.options.LuckyEmblemsRequired.value} for player {self.multiworld.get_file_safe_player_name(self.player)}."
|
|
f" Setting amount to {self.options.LuckyEmblemsRequired.value}")
|
|
luckyemblemamount = max(self.lucky_emblem_amount, self.lucky_emblem_required)
|
|
self.options.LuckyEmblemsAmount.value = luckyemblemamount
|
|
|
|
self.item_quantity_dict[ItemName.LuckyEmblem] = self.options.LuckyEmblemsAmount.value
|
|
# give this proof to unlock the final door once the player has the amount of lucky emblem required
|
|
if ItemName.ProofofNonexistence in self.item_quantity_dict:
|
|
del self.item_quantity_dict[ItemName.ProofofNonexistence]
|
|
|
|
def hitlist_verify(self):
|
|
"""
|
|
Making sure hitlist have amount>=required.
|
|
"""
|
|
for location in self.options.exclude_locations.value:
|
|
if location in self.random_super_boss_list:
|
|
self.random_super_boss_list.remove(location)
|
|
|
|
if not self.options.SummonLevelLocationToggle and LocationName.Summonlvl7 in self.random_super_boss_list:
|
|
self.random_super_boss_list.remove(LocationName.Summonlvl7)
|
|
|
|
# Testing if the player has the right amount of Bounties for Completion.
|
|
if len(self.random_super_boss_list) < self.bounties_amount:
|
|
logging.info(
|
|
f"{self.multiworld.get_file_safe_player_name(self.player)} has more bounties than bosses."
|
|
f" Setting total bounties to {len(self.random_super_boss_list)}")
|
|
self.bounties_amount = len(self.random_super_boss_list)
|
|
self.options.BountyAmount.value = self.bounties_amount
|
|
|
|
if len(self.random_super_boss_list) < self.bounties_required:
|
|
logging.info(f"{self.multiworld.get_file_safe_player_name(self.player)} has too many required bounties."
|
|
f" Setting required bounties to {len(self.random_super_boss_list)}")
|
|
self.bounties_required = len(self.random_super_boss_list)
|
|
self.options.BountyRequired.value = self.bounties_required
|
|
|
|
if self.bounties_amount < self.bounties_required:
|
|
logging.info(
|
|
f"Bounties Amount is less than required for player {self.multiworld.get_file_safe_player_name(self.player)}."
|
|
f" Swapping Amount and Required")
|
|
temp = self.options.BountyRequired.value
|
|
self.options.BountyRequired.value = self.options.BountyAmount.value
|
|
self.options.BountyAmount.value = temp
|
|
|
|
if self.options.BountyStartingHintToggle:
|
|
self.options.start_hints.value.add(ItemName.Bounty)
|
|
|
|
if ItemName.ProofofNonexistence in self.item_quantity_dict:
|
|
del self.item_quantity_dict[ItemName.ProofofNonexistence]
|
|
|
|
def set_excluded_locations(self):
|
|
"""
|
|
Fills excluded_locations from player's settings.
|
|
"""
|
|
# Option to turn off all superbosses. Can do this individually but its like 20+ checks
|
|
if not self.options.SuperBosses:
|
|
for superboss in exclusion_table["SuperBosses"]:
|
|
self.options.exclude_locations.value.add(superboss)
|
|
|
|
# Option to turn off Olympus Colosseum Cups.
|
|
if self.options.Cups == "no_cups":
|
|
for cup in exclusion_table["Cups"]:
|
|
self.options.exclude_locations.value.add(cup)
|
|
# exclude only hades paradox. If cups and hades paradox then nothing is excluded
|
|
elif self.options.Cups == "cups":
|
|
self.options.exclude_locations.value.add(LocationName.HadesCupTrophyParadoxCups)
|
|
|
|
if not self.options.AtlanticaToggle:
|
|
for loc in exclusion_table["Atlantica"]:
|
|
self.options.exclude_locations.value.add(loc)
|
|
|
|
def level_subtraction(self):
|
|
"""
|
|
Determine how many locations are on sora's levels.
|
|
"""
|
|
if self.options.LevelDepth == "level_50_sanity":
|
|
# level 50 sanity
|
|
return 49
|
|
elif self.options.LevelDepth == "level_1":
|
|
# level 1. No checks on levels
|
|
return 98
|
|
elif self.options.LevelDepth in ["level_50", "level_99"]:
|
|
# could be if leveldepth!= 99 sanity but this reads better imo
|
|
return 75
|
|
else:
|
|
return 0
|
|
|
|
def get_filler_item_name(self) -> str:
|
|
"""
|
|
Returns random filler item name.
|
|
"""
|
|
return self.random.choice(filler_items)
|