247 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			247 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
from typing import Dict, List, Any
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from BaseClasses import Region, Entrance, Location, Item, Tutorial, ItemClassification
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from worlds.generic.Rules import set_rule
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from . import Exits, Items, Locations, Options, Rules
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from ..AutoWorld import WebWorld, World
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class Hylics2Web(WebWorld):
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    theme = "ocean"
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    tutorials = [Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to settings up the Hylics 2 randomizer connected to an Archipelago Multiworld",
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        "English",
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        "setup_en.md",
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        "setup/en",
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        ["TRPG"]
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    )]
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class Hylics2World(World):
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    """
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    Hylics 2 is a surreal and unusual RPG, with a bizarre yet unique visual style. Play as Wayne,
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    travel the world, and gather your allies to defeat the nefarious Gibby in his Hylemxylem!
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    """
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    game: str = "Hylics 2"
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    web = Hylics2Web()
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    all_items = {**Items.item_table, **Items.gesture_item_table, **Items.party_item_table,
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        **Items.medallion_item_table}
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    all_locations = {**Locations.location_table, **Locations.tv_location_table, **Locations.party_location_table,
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        **Locations.medallion_location_table}
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    item_name_to_id = {data["name"]: item_id for item_id, data in all_items.items()}
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    location_name_to_id = {data["name"]: loc_id for loc_id, data in all_locations.items()}
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    option_definitions = Options.hylics2_options
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    topology_present: bool = True
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    data_version = 2
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    start_location = "Waynehouse"
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    def set_rules(self):
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        Rules.set_rules(self)
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    def create_item(self, name: str) -> "Hylics2Item":
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        item_id: int = self.item_name_to_id[name]
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        return Hylics2Item(name, self.all_items[item_id]["classification"], item_id, player=self.player)
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    def add_item(self, name: str, classification: ItemClassification, code: int) -> "Item":
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        return Hylics2Item(name, classification, code, self.player)
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    def create_event(self, event: str):
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        return Hylics2Item(event, ItemClassification.progression_skip_balancing, None, self.player)
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    # set random starting location if option is enabled
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    def generate_early(self):
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        if self.multiworld.random_start[self.player]:
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            i = self.multiworld.random.randint(0, 3)
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            if i == 0:
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                self.start_location = "Waynehouse"
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            elif i == 1:
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                self.start_location = "Viewax's Edifice"
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            elif i == 2:
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                self.start_location = "TV Island"
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            elif i == 3:
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                self.start_location = "Shield Facility"
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    def create_items(self):
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        # create item pool
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        pool = []
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        # add regular items
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        for i, data in Items.item_table.items():
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            if data["count"] > 0:
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                for j in range(data["count"]):
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                    pool.append(self.add_item(data["name"], data["classification"], i))
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        # add party members if option is enabled
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        if self.multiworld.party_shuffle[self.player]:
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            for i, data in Items.party_item_table.items():
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                pool.append(self.add_item(data["name"], data["classification"], i))
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        # handle gesture shuffle
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        if not self.multiworld.gesture_shuffle[self.player]: # add gestures to pool like normal
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            for i, data in Items.gesture_item_table.items():
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                pool.append(self.add_item(data["name"], data["classification"], i))
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        # add '10 Bones' items if medallion shuffle is enabled
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        if self.multiworld.medallion_shuffle[self.player]:
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            for i, data in Items.medallion_item_table.items():
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                for j in range(data["count"]):
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                    pool.append(self.add_item(data["name"], data["classification"], i))
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        # add to world's pool
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        self.multiworld.itempool += pool
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    def pre_fill(self):
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        # handle gesture shuffle options
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        if self.multiworld.gesture_shuffle[self.player] == 2: # vanilla locations
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            gestures = Items.gesture_item_table
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            self.multiworld.get_location("Waynehouse: TV", self.player)\
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                .place_locked_item(self.add_item(gestures[200678]["name"], gestures[200678]["classification"], 200678))
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            self.multiworld.get_location("Afterlife: TV", self.player)\
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                .place_locked_item(self.add_item(gestures[200683]["name"], gestures[200683]["classification"], 200683))
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            self.multiworld.get_location("New Muldul: TV", self.player)\
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                .place_locked_item(self.add_item(gestures[200679]["name"], gestures[200679]["classification"], 200679))
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            self.multiworld.get_location("Viewax's Edifice: TV", self.player)\
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                .place_locked_item(self.add_item(gestures[200680]["name"], gestures[200680]["classification"], 200680))
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            self.multiworld.get_location("TV Island: TV", self.player)\
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                .place_locked_item(self.add_item(gestures[200681]["name"], gestures[200681]["classification"], 200681))
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            self.multiworld.get_location("Juice Ranch: TV", self.player)\
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                .place_locked_item(self.add_item(gestures[200682]["name"], gestures[200682]["classification"], 200682))
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            self.multiworld.get_location("Foglast: TV", self.player)\
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                .place_locked_item(self.add_item(gestures[200684]["name"], gestures[200684]["classification"], 200684))
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            self.multiworld.get_location("Drill Castle: TV", self.player)\
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                .place_locked_item(self.add_item(gestures[200688]["name"], gestures[200688]["classification"], 200688))
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            self.multiworld.get_location("Sage Airship: TV", self.player)\
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                .place_locked_item(self.add_item(gestures[200685]["name"], gestures[200685]["classification"], 200685))
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        elif self.multiworld.gesture_shuffle[self.player] == 1: # TVs only
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            gestures = list(Items.gesture_item_table.items())
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            tvs = list(Locations.tv_location_table.items())
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            # if Extra Items in Logic is enabled place CHARGE UP first and make sure it doesn't get
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            # placed at Sage Airship: TV
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            if self.multiworld.extra_items_in_logic[self.player]:
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                tv = self.multiworld.random.choice(tvs)
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                gest = gestures.index((200681, Items.gesture_item_table[200681]))
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                while tv[1]["name"] == "Sage Airship: TV":
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                    tv = self.multiworld.random.choice(tvs)
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                self.multiworld.get_location(tv[1]["name"], self.player)\
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                    .place_locked_item(self.add_item(gestures[gest][1]["name"], gestures[gest][1]["classification"],
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                    gestures[gest]))
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                gestures.remove(gestures[gest])
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                tvs.remove(tv)
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            for i in range(len(gestures)):
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                gest = self.multiworld.random.choice(gestures)
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                tv = self.multiworld.random.choice(tvs)
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                self.multiworld.get_location(tv[1]["name"], self.player)\
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                    .place_locked_item(self.add_item(gest[1]["name"], gest[1]["classification"], gest[1]))
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                gestures.remove(gest)
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                tvs.remove(tv)
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    def fill_slot_data(self) -> Dict[str, Any]:
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        slot_data: Dict[str, Any] = {
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            "party_shuffle": self.multiworld.party_shuffle[self.player].value,
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            "medallion_shuffle": self.multiworld.medallion_shuffle[self.player].value,
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            "random_start" : self.multiworld.random_start[self.player].value,
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            "start_location" : self.start_location,
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            "death_link": self.multiworld.death_link[self.player].value
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        }
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        return slot_data
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    def create_regions(self) -> None:
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        region_table: Dict[int, Region] = {
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            0: Region("Menu", self.player, self.multiworld),
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            1: Region("Afterlife", self.player, self.multiworld),
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            2: Region("Waynehouse", self.player, self.multiworld),
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            3: Region("World", self.player, self.multiworld),
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            4: Region("New Muldul", self.player, self.multiworld),
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            5: Region("New Muldul Vault", self.player, self.multiworld),
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            6: Region("Viewax", self.player, self.multiworld, "Viewax's Edifice"),
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            7: Region("Airship", self.player, self.multiworld),
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            8: Region("Arcade Island", self.player, self.multiworld),
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            9: Region("TV Island", self.player, self.multiworld),
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            10: Region("Juice Ranch", self.player, self.multiworld),
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            11: Region("Shield Facility", self.player, self.multiworld),
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            12: Region("Worm Pod", self.player, self.multiworld),
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            13: Region("Foglast", self.player, self.multiworld),
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            14: Region("Drill Castle", self.player, self.multiworld),
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            15: Region("Sage Labyrinth", self.player, self.multiworld),
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            16: Region("Sage Airship", self.player, self.multiworld),
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            17: Region("Hylemxylem", self.player, self.multiworld)
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        }
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        # create regions from table
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        for i, reg in region_table.items():
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            self.multiworld.regions.append(reg)
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            # get all exits per region
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            for j, exits in Exits.region_exit_table.items():
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                if j == i:
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                    for k in exits:
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                        # create entrance and connect it to parent and destination regions
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                        ent = Entrance(self.player, k, reg)
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                        reg.exits.append(ent)
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                        if k == "New Game" and self.multiworld.random_start[self.player]:
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                            if self.start_location == "Waynehouse":
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                                ent.connect(region_table[2])
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                            elif self.start_location == "Viewax's Edifice":
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                                ent.connect(region_table[6])
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                            elif self.start_location == "TV Island":
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                                ent.connect(region_table[9])
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                            elif self.start_location == "Shield Facility":
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                                ent.connect(region_table[11])
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                        else:
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                            for name, num in Exits.exit_lookup_table.items():
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                                if k == name:
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                                    ent.connect(region_table[num])
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        # add regular locations
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        for i, data in Locations.location_table.items():
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            region_table[data["region"]].locations\
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                .append(Hylics2Location(self.player, data["name"], i, region_table[data["region"]]))
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        for i, data in Locations.tv_location_table.items():
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            region_table[data["region"]].locations\
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                .append(Hylics2Location(self.player, data["name"], i, region_table[data["region"]]))
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        # add party member locations if option is enabled
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        if self.multiworld.party_shuffle[self.player]:
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            for i, data in Locations.party_location_table.items():
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                region_table[data["region"]].locations\
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                    .append(Hylics2Location(self.player, data["name"], i, region_table[data["region"]]))
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        # add medallion locations if option is enabled
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        if self.multiworld.medallion_shuffle[self.player]:
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            for i, data in Locations.medallion_location_table.items():
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                region_table[data["region"]].locations\
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                    .append(Hylics2Location(self.player, data["name"], i, region_table[data["region"]]))
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        # create location for beating the game and place Victory event there
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        loc = Location(self.player, "Defeat Gibby", None, self.multiworld.get_region("Hylemxylem", self.player))
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        loc.place_locked_item(self.create_event("Victory"))
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        set_rule(loc, lambda state: state._hylics2_has_upper_chamber_key(self.player)
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            and state._hylics2_has_vessel_room_key(self.player))
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        self.multiworld.get_region("Hylemxylem", self.player).locations.append(loc)
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        self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
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class Hylics2Location(Location):
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    game: str = "Hylics 2"
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class Hylics2Item(Item):
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    game: str = "Hylics 2"
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