541 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			541 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 fill_restrictive
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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("Goal", "FinalXemnas", "LuckyEmblemsRequired", "BountyRequired")
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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.multiworld.priority_locations[self.player].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.multiworld.start_location_hints[self.player].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.multiworld.local_items[self.player].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 Fill_Restrictive 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.multiworld.DonaldGoofyStatsanity[self.player]:
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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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        """
 | 
						|
        goofy_weapon_location_list = [self.multiworld.get_location(location, self.player) for location in
 | 
						|
                                      Goofy_Checks.keys() if Goofy_Checks[location].yml == "Keyblade"]
 | 
						|
        # take one of the 2 out
 | 
						|
        # randomize the list with only
 | 
						|
        for location in goofy_weapon_location_list:
 | 
						|
            random_ability = self.random.choice(self.goofy_weapon_abilities)
 | 
						|
            location.place_locked_item(random_ability)
 | 
						|
            self.goofy_weapon_abilities.remove(random_ability)
 | 
						|
 | 
						|
        if not self.multiworld.DonaldGoofyStatsanity[self.player]:
 | 
						|
            # plando goofy get bonuses
 | 
						|
            goofy_get_bonus_location_pool = [self.multiworld.get_location(location, self.player) for location in
 | 
						|
                                             Goofy_Checks.keys() if Goofy_Checks[location].yml != "Keyblade"]
 | 
						|
            for location in goofy_get_bonus_location_pool:
 | 
						|
                self.random.choice(self.goofy_get_bonus_abilities)
 | 
						|
                random_ability = self.random.choice(self.goofy_get_bonus_abilities)
 | 
						|
                location.place_locked_item(random_ability)
 | 
						|
                self.goofy_get_bonus_abilities.remove(random_ability)
 | 
						|
 | 
						|
    def donald_pre_fill(self):
 | 
						|
        donald_weapon_location_list = [self.multiworld.get_location(location, self.player) for location in
 | 
						|
                                       Donald_Checks.keys() if Donald_Checks[location].yml == "Keyblade"]
 | 
						|
 | 
						|
        # take one of the 2 out
 | 
						|
        # randomize the list with only
 | 
						|
        for location in donald_weapon_location_list:
 | 
						|
            random_ability = self.random.choice(self.donald_weapon_abilities)
 | 
						|
            location.place_locked_item(random_ability)
 | 
						|
            self.donald_weapon_abilities.remove(random_ability)
 | 
						|
 | 
						|
        if not self.multiworld.DonaldGoofyStatsanity[self.player]:
 | 
						|
            # plando goofy get bonuses
 | 
						|
            donald_get_bonus_location_pool = [self.multiworld.get_location(location, self.player) for location in
 | 
						|
                                              Donald_Checks.keys() if Donald_Checks[location].yml != "Keyblade"]
 | 
						|
            for location in donald_get_bonus_location_pool:
 | 
						|
                random_ability = self.random.choice(self.donald_get_bonus_abilities)
 | 
						|
                location.place_locked_item(random_ability)
 | 
						|
                self.donald_get_bonus_abilities.remove(random_ability)
 | 
						|
 | 
						|
    def keyblade_pre_fill(self):
 | 
						|
        """
 | 
						|
        Fills keyblade slots with abilities determined on player's setting
 | 
						|
        """
 | 
						|
        keyblade_locations = [self.multiworld.get_location(location, self.player) for location in Keyblade_Slots.keys()]
 | 
						|
        state = self.multiworld.get_all_state(False)
 | 
						|
        keyblade_ability_pool_copy = self.keyblade_ability_pool.copy()
 | 
						|
        fill_restrictive(self.multiworld, state, keyblade_locations, keyblade_ability_pool_copy, True, 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.multiworld.start_inventory[self.player].value.items():
 | 
						|
            if item in ActionAbility_Table \
 | 
						|
                    or item in SupportAbility_Table or 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.multiworld.exclude_locations[self.player].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.multiworld.start_hints[self.player].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.multiworld.exclude_locations[self.player].value.add(superboss)
 | 
						|
 | 
						|
        # Option to turn off Olympus Colosseum Cups.
 | 
						|
        if self.options.Cups == "no_cups":
 | 
						|
            for cup in exclusion_table["Cups"]:
 | 
						|
                self.multiworld.exclude_locations[self.player].value.add(cup)
 | 
						|
        # exclude only hades paradox. If cups and hades paradox then nothing is excluded
 | 
						|
        elif self.options.Cups == "cups":
 | 
						|
            self.multiworld.exclude_locations[self.player].value.add(LocationName.HadesCupTrophyParadoxCups)
 | 
						|
 | 
						|
        if not self.options.AtlanticaToggle:
 | 
						|
            for loc in exclusion_table["Atlantica"]:
 | 
						|
                self.multiworld.exclude_locations[self.player].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)
 |