303 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			303 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
from BaseClasses import Item, ItemClassification
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from .Types import HatDLC, HatType, hat_type_to_item, Difficulty, ItemData, HatInTimeItem
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from .Locations import get_total_locations
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from .Rules import get_difficulty
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from .Options import get_total_time_pieces, CTRLogic
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from typing import List, Dict, TYPE_CHECKING
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if TYPE_CHECKING:
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    from . import HatInTimeWorld
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def create_itempool(world: "HatInTimeWorld") -> List[Item]:
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    itempool: List[Item] = []
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    if world.has_yarn():
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        yarn_pool: List[Item] = create_multiple_items(world, "Yarn",
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                                                      world.options.YarnAvailable.value,
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                                                      ItemClassification.progression_skip_balancing)
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        for i in range(int(len(yarn_pool) * (0.01 * world.options.YarnBalancePercent))):
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            yarn_pool[i].classification = ItemClassification.progression
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        itempool += yarn_pool
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    for name in item_table.keys():
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        if name == "Yarn":
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            continue
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        if not item_dlc_enabled(world, name):
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            continue
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        if not world.options.HatItems and name in hat_type_to_item.values():
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            continue
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        item_type: ItemClassification = item_table.get(name).classification
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        if world.is_dw_only():
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            if item_type is ItemClassification.progression \
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               or item_type is ItemClassification.progression_skip_balancing:
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                continue
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        else:
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            if name == "Scooter Badge":
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                if world.options.CTRLogic == CTRLogic.option_scooter or get_difficulty(world) >= Difficulty.MODERATE:
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                    item_type = ItemClassification.progression
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            elif name == "No Bonk Badge" and world.is_dw():
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                item_type = ItemClassification.progression
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        # some death wish bonuses require one hit hero + hookshot
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        if world.is_dw() and name == "Badge Pin" and not world.is_dw_only():
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            item_type = ItemClassification.progression
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        if item_type is ItemClassification.filler or item_type is ItemClassification.trap:
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            continue
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        if name in act_contracts.keys() and not world.options.ShuffleActContracts:
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            continue
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        if name in alps_hooks.keys() and not world.options.ShuffleAlpineZiplines:
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            continue
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        if name == "Progressive Painting Unlock" and not world.options.ShuffleSubconPaintings:
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            continue
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        if world.options.StartWithCompassBadge and name == "Compass Badge":
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            continue
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        if name == "Time Piece":
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            tp_list: List[Item] = create_multiple_items(world, name, get_total_time_pieces(world), item_type)
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            for i in range(int(len(tp_list) * (0.01 * world.options.TimePieceBalancePercent))):
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                tp_list[i].classification = ItemClassification.progression
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            itempool += tp_list
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            continue
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        itempool += create_multiple_items(world, name, item_frequencies.get(name, 1), item_type)
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    itempool += create_junk_items(world, get_total_locations(world) - len(itempool))
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    return itempool
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def calculate_yarn_costs(world: "HatInTimeWorld"):
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    min_yarn_cost = int(min(world.options.YarnCostMin.value, world.options.YarnCostMax.value))
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    max_yarn_cost = int(max(world.options.YarnCostMin.value, world.options.YarnCostMax.value))
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    max_cost = 0
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    for i in range(5):
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        hat: HatType = HatType(i)
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        if not world.is_hat_precollected(hat):
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            cost: int = world.random.randint(min_yarn_cost, max_yarn_cost)
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            world.hat_yarn_costs[hat] = cost
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            max_cost += cost
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        else:
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            world.hat_yarn_costs[hat] = 0
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    available_yarn: int = world.options.YarnAvailable.value
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    if max_cost > available_yarn:
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        world.options.YarnAvailable.value = max_cost
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        available_yarn = max_cost
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    extra_yarn = max_cost + world.options.MinExtraYarn - available_yarn
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    if extra_yarn > 0:
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        world.options.YarnAvailable.value += extra_yarn
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def item_dlc_enabled(world: "HatInTimeWorld", name: str) -> bool:
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    data = item_table[name]
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    if data.dlc_flags == HatDLC.none:
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        return True
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    elif data.dlc_flags == HatDLC.dlc1 and world.is_dlc1():
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        return True
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    elif data.dlc_flags == HatDLC.dlc2 and world.is_dlc2():
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        return True
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    elif data.dlc_flags == HatDLC.death_wish and world.is_dw():
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        return True
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    return False
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def create_item(world: "HatInTimeWorld", name: str) -> Item:
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    data = item_table[name]
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    return HatInTimeItem(name, data.classification, data.code, world.player)
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def create_multiple_items(world: "HatInTimeWorld", name: str, count: int = 1,
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                          item_type: ItemClassification = ItemClassification.progression) -> List[Item]:
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    data = item_table[name]
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    itemlist: List[Item] = []
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    for i in range(count):
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        itemlist += [HatInTimeItem(name, item_type, data.code, world.player)]
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    return itemlist
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def create_junk_items(world: "HatInTimeWorld", count: int) -> List[Item]:
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    trap_chance = world.options.TrapChance.value
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    junk_pool: List[Item] = []
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    junk_list: Dict[str, int] = {}
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    trap_list: Dict[str, int] = {}
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    ic: ItemClassification
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    for name in item_table.keys():
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        ic = item_table[name].classification
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        if ic == ItemClassification.filler:
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            if world.is_dw_only() and "Pons" in name:
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                continue
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            junk_list[name] = junk_weights.get(name)
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        elif trap_chance > 0 and ic == ItemClassification.trap:
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            if name == "Baby Trap":
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                trap_list[name] = world.options.BabyTrapWeight.value
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            elif name == "Laser Trap":
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                trap_list[name] = world.options.LaserTrapWeight.value
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            elif name == "Parade Trap":
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                trap_list[name] = world.options.ParadeTrapWeight.value
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    for i in range(count):
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        if trap_chance > 0 and world.random.randint(1, 100) <= trap_chance:
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            junk_pool.append(world.create_item(
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                world.random.choices(list(trap_list.keys()), weights=list(trap_list.values()), k=1)[0]))
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        else:
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            junk_pool.append(world.create_item(
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                world.random.choices(list(junk_list.keys()), weights=list(junk_list.values()), k=1)[0]))
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    return junk_pool
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def get_shop_trap_name(world: "HatInTimeWorld") -> str:
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    rand = world.random.randint(1, 9)
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    name = ""
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    if rand == 1:
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        name = "Time Plece"
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    elif rand == 2:
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        name = "Time Piece (Trust me bro)"
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    elif rand == 3:
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        name = "TimePiece"
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    elif rand == 4:
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        name = "Time Piece?"
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    elif rand == 5:
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        name = "Time Pizza"
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    elif rand == 6:
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        name = "Time piece"
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    elif rand == 7:
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        name = "TIme Piece"
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    elif rand == 8:
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        name = "Time Piece (maybe)"
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    elif rand == 9:
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        name = "Time Piece ;)"
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    return name
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ahit_items = {
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    "Yarn": ItemData(2000300001, ItemClassification.progression_skip_balancing),
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    "Time Piece": ItemData(2000300002, ItemClassification.progression_skip_balancing),
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    # for HatItems option
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    "Sprint Hat": ItemData(2000300049, ItemClassification.progression),
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    "Brewing Hat": ItemData(2000300050, ItemClassification.progression),
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    "Ice Hat": ItemData(2000300051, ItemClassification.progression),
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    "Dweller Mask": ItemData(2000300052, ItemClassification.progression),
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    "Time Stop Hat": ItemData(2000300053, ItemClassification.progression),
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    # Badges
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    "Projectile Badge": ItemData(2000300024, ItemClassification.useful),
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    "Fast Hatter Badge": ItemData(2000300025, ItemClassification.useful),
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    "Hover Badge": ItemData(2000300026, ItemClassification.useful),
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    "Hookshot Badge": ItemData(2000300027, ItemClassification.progression),
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    "Item Magnet Badge": ItemData(2000300028, ItemClassification.useful),
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    "No Bonk Badge": ItemData(2000300029, ItemClassification.useful),
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    "Compass Badge": ItemData(2000300030, ItemClassification.useful),
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    "Scooter Badge": ItemData(2000300031, ItemClassification.useful),
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    "One-Hit Hero Badge": ItemData(2000300038, ItemClassification.progression, HatDLC.death_wish),
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    "Camera Badge": ItemData(2000300042, ItemClassification.progression, HatDLC.death_wish),
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    # Relics
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    "Relic (Burger Patty)": ItemData(2000300006, ItemClassification.progression),
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    "Relic (Burger Cushion)": ItemData(2000300007, ItemClassification.progression),
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    "Relic (Mountain Set)": ItemData(2000300008, ItemClassification.progression),
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    "Relic (Train)": ItemData(2000300009, ItemClassification.progression),
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    "Relic (UFO)": ItemData(2000300010, ItemClassification.progression),
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    "Relic (Cow)": ItemData(2000300011, ItemClassification.progression),
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    "Relic (Cool Cow)": ItemData(2000300012, ItemClassification.progression),
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    "Relic (Tin-foil Hat Cow)": ItemData(2000300013, ItemClassification.progression),
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    "Relic (Crayon Box)": ItemData(2000300014, ItemClassification.progression),
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    "Relic (Red Crayon)": ItemData(2000300015, ItemClassification.progression),
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    "Relic (Blue Crayon)": ItemData(2000300016, ItemClassification.progression),
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    "Relic (Green Crayon)": ItemData(2000300017, ItemClassification.progression),
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    # DLC
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    "Relic (Cake Stand)": ItemData(2000300018, ItemClassification.progression, HatDLC.dlc1),
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    "Relic (Shortcake)": ItemData(2000300019, ItemClassification.progression, HatDLC.dlc1),
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    "Relic (Chocolate Cake Slice)": ItemData(2000300020, ItemClassification.progression, HatDLC.dlc1),
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    "Relic (Chocolate Cake)": ItemData(2000300021, ItemClassification.progression, HatDLC.dlc1),
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    "Relic (Necklace Bust)": ItemData(2000300022, ItemClassification.progression, HatDLC.dlc2),
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    "Relic (Necklace)": ItemData(2000300023, ItemClassification.progression, HatDLC.dlc2),
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    # Garbage items
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    "25 Pons": ItemData(2000300034, ItemClassification.filler),
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    "50 Pons": ItemData(2000300035, ItemClassification.filler),
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    "100 Pons": ItemData(2000300036, ItemClassification.filler),
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    "Health Pon": ItemData(2000300037, ItemClassification.filler),
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    "Random Cosmetic": ItemData(2000300044, ItemClassification.filler),
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    # Traps
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    "Baby Trap": ItemData(2000300039, ItemClassification.trap),
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    "Laser Trap": ItemData(2000300040, ItemClassification.trap),
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    "Parade Trap": ItemData(2000300041, ItemClassification.trap),
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    # Other
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    "Badge Pin": ItemData(2000300043, ItemClassification.useful),
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    "Umbrella": ItemData(2000300033, ItemClassification.progression),
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    "Progressive Painting Unlock": ItemData(2000300003, ItemClassification.progression),
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    # DLC
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    "Metro Ticket - Yellow": ItemData(2000300045, ItemClassification.progression, HatDLC.dlc2),
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    "Metro Ticket - Green": ItemData(2000300046, ItemClassification.progression, HatDLC.dlc2),
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    "Metro Ticket - Blue": ItemData(2000300047, ItemClassification.progression, HatDLC.dlc2),
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    "Metro Ticket - Pink": ItemData(2000300048, ItemClassification.progression, HatDLC.dlc2),
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}
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act_contracts = {
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    "Snatcher's Contract - The Subcon Well": ItemData(2000300200, ItemClassification.progression),
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    "Snatcher's Contract - Toilet of Doom": ItemData(2000300201, ItemClassification.progression),
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    "Snatcher's Contract - Queen Vanessa's Manor": ItemData(2000300202, ItemClassification.progression),
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    "Snatcher's Contract - Mail Delivery Service": ItemData(2000300203, ItemClassification.progression),
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}
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alps_hooks = {
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    "Zipline Unlock - The Birdhouse Path": ItemData(2000300204, ItemClassification.progression),
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    "Zipline Unlock - The Lava Cake Path": ItemData(2000300205, ItemClassification.progression),
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    "Zipline Unlock - The Windmill Path": ItemData(2000300206, ItemClassification.progression),
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    "Zipline Unlock - The Twilight Bell Path": ItemData(2000300207, ItemClassification.progression),
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}
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relic_groups = {
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    "Burger": {"Relic (Burger Patty)", "Relic (Burger Cushion)"},
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    "Train": {"Relic (Mountain Set)", "Relic (Train)"},
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    "UFO": {"Relic (UFO)", "Relic (Cow)", "Relic (Cool Cow)", "Relic (Tin-foil Hat Cow)"},
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    "Crayon": {"Relic (Crayon Box)", "Relic (Red Crayon)", "Relic (Blue Crayon)", "Relic (Green Crayon)"},
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    "Cake": {"Relic (Cake Stand)", "Relic (Chocolate Cake)", "Relic (Chocolate Cake Slice)", "Relic (Shortcake)"},
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    "Necklace": {"Relic (Necklace Bust)", "Relic (Necklace)"},
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}
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item_frequencies = {
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    "Badge Pin": 2,
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    "Progressive Painting Unlock": 3,
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}
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junk_weights = {
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    "25 Pons": 50,
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    "50 Pons": 25,
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    "100 Pons": 10,
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    "Health Pon": 35,
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    "Random Cosmetic": 35,
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}
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item_table = {
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    **ahit_items,
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    **act_contracts,
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    **alps_hooks,
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}
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