252 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			252 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Python
		
	
	
	
from BaseClasses import Region, MultiWorld, Entrance, Location, LocationProgressType, ItemClassification
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from worlds.generic.Rules import add_rule
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from .Items import item_groups, yaml_item
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import pkgutil
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import yaml
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rooms = yaml.load(pkgutil.get_data(__name__, "data/rooms.yaml"), yaml.Loader)
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entrance_names = {entrance["id"]: entrance["name"] for entrance in yaml.load(pkgutil.get_data(__name__, "data/entrances.yaml"), yaml.Loader)}
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object_id_table = {}
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object_type_table = {}
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offset = {"Chest": 0x420000, "Box": 0x420000, "NPC": 0x420000 + 300, "BattlefieldItem": 0x420000 + 350}
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for room in rooms:
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    for object in room["game_objects"]:
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        if "Hero Chest" in object["name"] or object["type"] == "Trigger":
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            continue
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        if object["type"] in ("BattlefieldItem", "BattlefieldXp", "BattlefieldGp"):
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            object_type_table[object["name"]] = "BattlefieldItem"
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        elif object["type"] in ("Chest", "NPC", "Box"):
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            object_type_table[object["name"]] = object["type"]
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        object_id_table[object["name"]] = object["object_id"]
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location_table = {loc_name: offset[object_type_table[loc_name]] + obj_id for loc_name, obj_id in
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                  object_id_table.items()}
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weapons = ("Claw", "Bomb", "Sword", "Axe")
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crest_warps = [51, 52, 53, 76, 96, 108, 158, 171, 175, 191, 275, 276, 277, 308, 334, 336, 396, 397]
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def process_rules(spot, access):
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    for weapon in weapons:
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        if weapon in access:
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            add_rule(spot, lambda state, w=weapon: state.has_any(item_groups[w + "s"], spot.player))
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    access = [yaml_item(rule) for rule in access if rule not in weapons]
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    add_rule(spot, lambda state: state.has_all(access, spot.player))
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def create_region(world: MultiWorld, player: int, name: str, room_id=None, locations=None, links=None):
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    if links is None:
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        links = []
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    ret = Region(name, player, world)
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    if locations:
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        for location in locations:
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            location.parent_region = ret
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            ret.locations.append(location)
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    ret.links = links
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    ret.id = room_id
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    return ret
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def get_entrance_to(entrance_to):
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    for room in rooms:
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        if room["id"] == entrance_to["target_room"]:
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            for link in room["links"]:
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                if link["target_room"] == entrance_to["room"]:
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                    return link
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    else:
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        raise Exception(f"Did not find entrance {entrance_to}")
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def create_regions(self):
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    menu_region = create_region(self.multiworld, self.player, "Menu")
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    self.multiworld.regions.append(menu_region)
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    for room in self.rooms:
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        self.multiworld.regions.append(create_region(self.multiworld, self.player, room["name"], room["id"],
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            [FFMQLocation(self.player, object["name"], location_table[object["name"]] if object["name"] in
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            location_table else None, object["type"], object["access"],
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            self.create_item(yaml_item(object["on_trigger"][0])) if object["type"] == "Trigger" else None) for object in
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            room["game_objects"] if "Hero Chest" not in object["name"] and object["type"] not in ("BattlefieldGp",
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            "BattlefieldXp") and (object["type"] != "Box" or self.multiworld.brown_boxes[self.player] == "include") and
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            not (object["name"] == "Kaeli Companion" and not object["on_trigger"])], room["links"]))
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    dark_king_room = self.multiworld.get_region("Doom Castle Dark King Room", self.player)
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    dark_king = FFMQLocation(self.player, "Dark King", None, "Trigger", [])
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    dark_king.parent_region = dark_king_room
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    dark_king.place_locked_item(self.create_item("Dark King"))
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    dark_king_room.locations.append(dark_king)
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    connection = Entrance(self.player, f"Enter Overworld", menu_region)
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    connection.connect(self.multiworld.get_region("Overworld", self.player))
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    menu_region.exits.append(connection)
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    for region in self.multiworld.get_regions(self.player):
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        for link in region.links:
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            for connect_room in self.multiworld.get_regions(self.player):
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                if connect_room.id == link["target_room"]:
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                    connection = Entrance(self.player, entrance_names[link["entrance"]] if "entrance" in link and
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                                          link["entrance"] != -1 else f"{region.name} to {connect_room.name}", region)
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                    if "entrance" in link and link["entrance"] != -1:
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                        spoiler = False
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                        if link["entrance"] in crest_warps:
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                            if self.multiworld.crest_shuffle[self.player]:
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                                spoiler = True
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                        elif self.multiworld.map_shuffle[self.player] == "everything":
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                            spoiler = True
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                        elif "Subregion" in region.name and self.multiworld.map_shuffle[self.player] not in ("dungeons",
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                                                                                                             "none"):
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                            spoiler = True
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                        elif "Subregion" not in region.name and self.multiworld.map_shuffle[self.player] not in ("none",
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                                                                                                           "overworld"):
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                            spoiler = True
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                        if spoiler:
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                            self.multiworld.spoiler.set_entrance(entrance_names[link["entrance"]], connect_room.name,
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                                                                 'both', self.player)
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                    if link["access"]:
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                        process_rules(connection, link["access"])
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                    region.exits.append(connection)
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                    connection.connect(connect_room)
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                    break
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non_dead_end_crest_rooms = [
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    'Libra Temple', 'Aquaria Gemini Room', "GrenadeMan's Mobius Room", 'Fireburg Gemini Room',
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    'Sealed Temple', 'Alive Forest', 'Kaidge Temple Upper Ledge',
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    'Windia Kid House Basement', 'Windia Old People House Basement'
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]
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non_dead_end_crest_warps = [
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    'Libra Temple - Libra Tile Script', 'Aquaria Gemini Room - Gemini Script',
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    'GrenadeMan Mobius Room - Mobius Teleporter Script', 'Fireburg Gemini Room - Gemini Teleporter Script',
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    'Sealed Temple - Gemini Tile Script', 'Alive Forest - Libra Teleporter Script',
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    'Alive Forest - Gemini Teleporter Script', 'Alive Forest - Mobius Teleporter Script',
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    'Kaidge Temple - Mobius Teleporter Script', 'Windia Kid House Basement - Mobius Teleporter',
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    'Windia Old People House Basement - Mobius Teleporter Script',
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]
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vendor_locations = ["Aquaria - Vendor", "Fireburg - Vendor", "Windia - Vendor"]
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def set_rules(self) -> None:
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    self.multiworld.completion_condition[self.player] = lambda state: state.has("Dark King", self.player)
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    def hard_boss_logic(state):
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        return state.has_all(["River Coin", "Sand Coin"], self.player)
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    add_rule(self.multiworld.get_location("Pazuzu 1F", self.player), hard_boss_logic)
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    add_rule(self.multiworld.get_location("Gidrah", self.player), hard_boss_logic)
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    add_rule(self.multiworld.get_location("Dullahan", self.player), hard_boss_logic)
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    if self.multiworld.map_shuffle[self.player]:
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        for boss in ("Freezer Crab", "Ice Golem", "Jinn", "Medusa", "Dualhead Hydra"):
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            loc = self.multiworld.get_location(boss, self.player)
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            checked_regions = {loc.parent_region}
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            def check_foresta(region):
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                if region.name == "Subregion Foresta":
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                    add_rule(loc, hard_boss_logic)
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                    return True
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                elif "Subregion" in region.name:
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                    return True
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                for entrance in region.entrances:
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                    if entrance.parent_region not in checked_regions:
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                        checked_regions.add(entrance.parent_region)
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                        if check_foresta(entrance.parent_region):
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                            return True
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            check_foresta(loc.parent_region)
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    if self.multiworld.logic[self.player] == "friendly":
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        process_rules(self.multiworld.get_entrance("Overworld - Ice Pyramid", self.player),
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                      ["MagicMirror"])
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        process_rules(self.multiworld.get_entrance("Overworld - Volcano", self.player),
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                      ["Mask"])
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        if self.multiworld.map_shuffle[self.player] in ("none", "overworld"):
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            process_rules(self.multiworld.get_entrance("Overworld - Bone Dungeon", self.player),
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                          ["Bomb"])
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            process_rules(self.multiworld.get_entrance("Overworld - Wintry Cave", self.player),
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                          ["Bomb", "Claw"])
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            process_rules(self.multiworld.get_entrance("Overworld - Ice Pyramid", self.player),
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                          ["Bomb", "Claw"])
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            process_rules(self.multiworld.get_entrance("Overworld - Mine", self.player),
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                          ["MegaGrenade", "Claw", "Reuben1"])
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            process_rules(self.multiworld.get_entrance("Overworld - Lava Dome", self.player),
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                          ["MegaGrenade"])
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            process_rules(self.multiworld.get_entrance("Overworld - Giant Tree", self.player),
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                          ["DragonClaw", "Axe"])
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            process_rules(self.multiworld.get_entrance("Overworld - Mount Gale", self.player),
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                          ["DragonClaw"])
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            process_rules(self.multiworld.get_entrance("Overworld - Pazuzu Tower", self.player),
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                          ["DragonClaw", "Bomb"])
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            process_rules(self.multiworld.get_entrance("Overworld - Mac Ship", self.player),
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                          ["DragonClaw", "CaptainCap"])
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            process_rules(self.multiworld.get_entrance("Overworld - Mac Ship Doom", self.player),
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                          ["DragonClaw", "CaptainCap"])
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    if self.multiworld.logic[self.player] == "expert":
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        if self.multiworld.map_shuffle[self.player] == "none" and not self.multiworld.crest_shuffle[self.player]:
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            inner_room = self.multiworld.get_region("Wintry Temple Inner Room", self.player)
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            connection = Entrance(self.player, "Sealed Temple Exit Trick", inner_room)
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            connection.connect(self.multiworld.get_region("Wintry Temple Outer Room", self.player))
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            connection.access_rule = lambda state: state.has("Exit Book", self.player)
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            inner_room.exits.append(connection)
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    else:
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        for crest_warp in non_dead_end_crest_warps:
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            entrance = self.multiworld.get_entrance(crest_warp, self.player)
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            if entrance.connected_region.name in non_dead_end_crest_rooms:
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                entrance.access_rule = lambda state: False
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    if self.multiworld.sky_coin_mode[self.player] == "shattered_sky_coin":
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        logic_coins = [16, 24, 32, 32, 38][self.multiworld.shattered_sky_coin_quantity[self.player].value]
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        self.multiworld.get_entrance("Focus Tower 1F - Sky Door", self.player).access_rule = \
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            lambda state: state.has("Sky Fragment", self.player, logic_coins)
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    elif self.multiworld.sky_coin_mode[self.player] == "save_the_crystals":
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        self.multiworld.get_entrance("Focus Tower 1F - Sky Door", self.player).access_rule = \
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            lambda state: state.has_all(["Flamerus Rex", "Dualhead Hydra", "Ice Golem", "Pazuzu"], self.player)
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    elif self.multiworld.sky_coin_mode[self.player] in ("standard", "start_with"):
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        self.multiworld.get_entrance("Focus Tower 1F - Sky Door", self.player).access_rule = \
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            lambda state: state.has("Sky Coin", self.player)
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def stage_set_rules(multiworld):
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    # If there's no enemies, there's no repeatable income sources
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    no_enemies_players = [player for player in multiworld.get_game_players("Final Fantasy Mystic Quest")
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                          if multiworld.enemies_density[player] == "none"]
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    if (len([item for item in multiworld.itempool if item.classification in (ItemClassification.filler,
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            ItemClassification.trap)]) > len([player for player in no_enemies_players if
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                                              multiworld.accessibility[player] == "minimal"]) * 3):
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        for player in no_enemies_players:
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            for location in vendor_locations:
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                if multiworld.accessibility[player] == "locations":
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                    print("exclude")
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                    multiworld.get_location(location, player).progress_type = LocationProgressType.EXCLUDED
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                else:
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                    print("unreachable")
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                    multiworld.get_location(location, player).access_rule = lambda state: False
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    else:
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        # There are not enough junk items to fill non-minimal players' vendors. Just set an item rule not allowing
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        # advancement items so that useful items can be placed.
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        print("no advancement")
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        for player in no_enemies_players:
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            for location in vendor_locations:
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                multiworld.get_location(location, player).item_rule = lambda item: not item.advancement
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class FFMQLocation(Location):
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    game = "Final Fantasy Mystic Quest"
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    def __init__(self, player, name, address, loc_type, access=None, event=None):
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        super(FFMQLocation, self).__init__(
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            player, name,
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            address
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        )
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        self.type = loc_type
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        if access:
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            process_rules(self, access)
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        if event:
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            self.place_locked_item(event)
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