402 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			402 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Python
		
	
	
	
from BaseClasses import Tutorial, ItemClassification
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import logging
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from .Items import *
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from .Locations import all_locations, setup_locations, exclusion_table, AllWeaponSlot
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from .Names import ItemName, LocationName
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from .OpenKH import patch_kh2
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from .Options import KH2_Options
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from .Regions import create_regions, connect_regions
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from .Rules import set_rules
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from ..AutoWorld import World, WebWorld
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from .logic import KH2Logic
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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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# noinspection PyUnresolvedReferences
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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: str = "Kingdom Hearts 2"
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    web = KingdomHearts2Web()
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    data_version = 1
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    required_client_version = (0, 4, 0)
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    option_definitions = KH2_Options
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    item_name_to_id = {name: data.code for name, data in item_dictionary_table.items()}
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    location_name_to_id = {item_name: data.code for item_name, data in all_locations.items() if data.code}
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    item_name_groups = item_groups
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    def __init__(self, multiworld: "MultiWorld", player: int):
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        super().__init__(multiworld, player)
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        self.valid_abilities = None
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        self.visitlocking_dict = None
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        self.plando_locations = None
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        self.luckyemblemamount = None
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        self.luckyemblemrequired = None
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        self.BountiesRequired = None
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        self.BountiesAmount = None
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        self.hitlist = None
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        self.LocalItems = {}
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        self.RandomSuperBoss = list()
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        self.filler_items = list()
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        self.item_quantity_dict = {}
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        self.donald_ability_pool = list()
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        self.goofy_ability_pool = list()
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        self.sora_keyblade_ability_pool = list()
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        self.keyblade_slot_copy = list(Locations.Keyblade_Slots.keys())
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        self.keyblade_slot_copy.remove(LocationName.KingdomKeySlot)
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        self.totalLocations = len(all_locations.items())
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        self.growth_list = list()
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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.slotDataDuping = set()
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        self.localItems = dict()
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    def fill_slot_data(self) -> dict:
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        for values in CheckDupingItems.values():
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            if isinstance(values, set):
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                self.slotDataDuping = self.slotDataDuping.union(values)
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            else:
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                for inner_values in values.values():
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                    self.slotDataDuping = self.slotDataDuping.union(inner_values)
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        self.LocalItems = {location.address: item_dictionary_table[location.item.name].code
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                           for location in self.multiworld.get_filled_locations(self.player)
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                           if location.item.player == self.player
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                           and location.item.name in self.slotDataDuping
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                           and location.name not in AllWeaponSlot}
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        return {"hitlist":              self.hitlist,
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                "LocalItems":           self.LocalItems,
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                "Goal":                 self.multiworld.Goal[self.player].value,
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                "FinalXemnas":          self.multiworld.FinalXemnas[self.player].value,
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                "LuckyEmblemsRequired": self.multiworld.LuckyEmblemsRequired[self.player].value,
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                "BountyRequired":       self.multiworld.BountyRequired[self.player].value}
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    def create_item(self, name: str, ) -> Item:
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        data = item_dictionary_table[name]
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        if name in Progression_Dicts["Progression"]:
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            item_classification = ItemClassification.progression
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        else:
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            item_classification = ItemClassification.filler
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        created_item = KH2Item(name, item_classification, data.code, self.player)
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        return created_item
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    def create_items(self) -> None:
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        self.visitlocking_dict = Progression_Dicts["AllVisitLocking"].copy()
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        if self.multiworld.Schmovement[self.player] != "level_0":
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            for _ in range(self.multiworld.Schmovement[self.player].value):
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                for name in {ItemName.HighJump, ItemName.QuickRun, ItemName.DodgeRoll, ItemName.AerialDodge,
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                             ItemName.Glide}:
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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.multiworld.RandomGrowth[self.player] != 0:
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            max_growth = min(self.multiworld.RandomGrowth[self.player].value, len(self.growth_list))
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            for _ in range(max_growth):
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                random_growth = self.multiworld.per_slot_randoms[self.player].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.multiworld.Visitlocking[self.player] == "no_visit_locking":
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            for item, amount in Progression_Dicts["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.multiworld.Visitlocking[self.player] == "second_visit_locking":
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            for item in Progression_Dicts["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.multiworld.RandomVisitLockingItem[self.player].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.multiworld.per_slot_randoms[self.player].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()
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                     for _ in range(self.totalLocations - len(itempool))]
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        self.multiworld.itempool += itempool
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    def generate_early(self) -> None:
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        # Item Quantity dict because Abilities can be a problem for KH2's Software.
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        self.item_quantity_dict = {item: data.quantity for item, data in item_dictionary_table.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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        self.plando_locations = dict()
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        self.hitlist = []
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        self.starting_invo_verify()
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        # Option to turn off Promise Charm Item
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        if not self.multiworld.Promise_Charm[self.player]:
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            self.item_quantity_dict[ItemName.PromiseCharm] = 0
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        self.set_excluded_locations()
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        if self.multiworld.Goal[self.player] == "lucky_emblem_hunt":
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            self.luckyemblemamount = self.multiworld.LuckyEmblemsAmount[self.player].value
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            self.luckyemblemrequired = self.multiworld.LuckyEmblemsRequired[self.player].value
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            self.emblem_verify()
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        # hitlist
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        elif self.multiworld.Goal[self.player] == "hitlist":
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            self.RandomSuperBoss.extend(exclusion_table["Hitlist"])
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            self.BountiesAmount = self.multiworld.BountyAmount[self.player].value
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            self.BountiesRequired = self.multiworld.BountyRequired[self.player].value
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            self.hitlist_verify()
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            for bounty in range(self.BountiesAmount):
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                randomBoss = self.multiworld.per_slot_randoms[self.player].choice(self.RandomSuperBoss)
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                self.plando_locations[randomBoss] = ItemName.Bounty
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                self.hitlist.append(self.location_name_to_id[randomBoss])
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                self.RandomSuperBoss.remove(randomBoss)
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                self.totalLocations -= 1
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        self.donald_fill()
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        self.goofy_fill()
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        self.keyblade_fill()
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        if self.multiworld.FinalXemnas[self.player]:
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            self.plando_locations[LocationName.FinalXemnas] = ItemName.Victory
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        else:
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            self.plando_locations[LocationName.FinalXemnas] = self.create_filler().name
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        # same item placed because you can only get one of these 2 locations
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        # they are both under the same flag so the player gets both locations just one of the two items
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        random_stt_item = self.create_filler().name
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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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        self.level_subtraction()
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        # subtraction from final xemnas and stt
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        self.totalLocations -= 3
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    def pre_fill(self):
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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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        location_table = setup_locations()
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        create_regions(self.multiworld, self.player, location_table)
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        connect_regions(self.multiworld, self.player)
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    def set_rules(self):
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        set_rules(self.multiworld, self.player)
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    def generate_output(self, output_directory: str):
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        patch_kh2(self, output_directory)
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    def donald_fill(self):
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        for item in DonaldAbility_Table:
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            data = self.item_quantity_dict[item]
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            for _ in range(data):
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                self.donald_ability_pool.append(item)
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            self.item_quantity_dict[item] = 0
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            # 32 is the amount of donald abilities
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        while len(self.donald_ability_pool) < 32:
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            self.donald_ability_pool.append(
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                    self.multiworld.per_slot_randoms[self.player].choice(self.donald_ability_pool))
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            # Placing Donald Abilities on donald locations
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        for donaldLocation in Locations.Donald_Checks.keys():
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            random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.donald_ability_pool)
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            self.plando_locations[donaldLocation] = random_ability
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            self.totalLocations -= 1
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            self.donald_ability_pool.remove(random_ability)
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    def goofy_fill(self):
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        for item in GoofyAbility_Table.keys():
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            data = self.item_quantity_dict[item]
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            for _ in range(data):
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                self.goofy_ability_pool.append(item)
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            self.item_quantity_dict[item] = 0
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            # 32 is the amount of goofy abilities
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        while len(self.goofy_ability_pool) < 33:
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            self.goofy_ability_pool.append(
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                    self.multiworld.per_slot_randoms[self.player].choice(self.goofy_ability_pool))
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        # Placing Goofy Abilities on goofy locations
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        for goofyLocation in Locations.Goofy_Checks.keys():
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            random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.goofy_ability_pool)
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            self.plando_locations[goofyLocation] = random_ability
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            self.totalLocations -= 1
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            self.goofy_ability_pool.remove(random_ability)
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    def keyblade_fill(self):
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        if self.multiworld.KeybladeAbilities[self.player] == "support":
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            self.sora_keyblade_ability_pool = {
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                **{item: data for item, data in self.item_quantity_dict.items() if item in SupportAbility_Table},
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                **{ItemName.NegativeCombo: 1, ItemName.AirComboPlus: 1, ItemName.ComboPlus: 1,
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                   ItemName.FinishingPlus: 1}}
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        elif self.multiworld.KeybladeAbilities[self.player] == "action":
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            self.sora_keyblade_ability_pool = {item: data for item, data in self.item_quantity_dict.items() if
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                                               item in ActionAbility_Table}
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            # there are too little action abilities so 2 random support abilities are placed
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            for _ in range(3):
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                randomSupportAbility = self.multiworld.per_slot_randoms[self.player].choice(
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                        list(SupportAbility_Table.keys()))
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                while randomSupportAbility in self.sora_keyblade_ability_pool:
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                    randomSupportAbility = self.multiworld.per_slot_randoms[self.player].choice(
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                            list(SupportAbility_Table.keys()))
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                self.sora_keyblade_ability_pool[randomSupportAbility] = 1
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        else:
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            # both action and support on keyblades.
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            # TODO: make option to just exclude scom
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            self.sora_keyblade_ability_pool = {
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                **{item: data for item, data in self.item_quantity_dict.items() if item in SupportAbility_Table},
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                **{item: data for item, data in self.item_quantity_dict.items() if item in ActionAbility_Table},
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                **{ItemName.NegativeCombo: 1, ItemName.AirComboPlus: 1, ItemName.ComboPlus: 1,
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                   ItemName.FinishingPlus: 1}}
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        for ability in self.multiworld.BlacklistKeyblade[self.player].value:
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            if ability in self.sora_keyblade_ability_pool:
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                self.sora_keyblade_ability_pool.pop(ability)
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        # magic number for amount of keyblades
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        if sum(self.sora_keyblade_ability_pool.values()) < 28:
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            raise Exception(
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                    f"{self.multiworld.get_file_safe_player_name(self.player)} has too little Keyblade Abilities in the Keyblade Pool")
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        self.valid_abilities = list(self.sora_keyblade_ability_pool.keys())
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        #  Kingdom Key cannot have No Experience so plandoed here instead of checking 26 times if its kingdom key
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        random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.valid_abilities)
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        while random_ability == ItemName.NoExperience:
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            random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.valid_abilities)
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        self.plando_locations[LocationName.KingdomKeySlot] = random_ability
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        self.item_quantity_dict[random_ability] -= 1
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        self.sora_keyblade_ability_pool[random_ability] -= 1
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        if self.sora_keyblade_ability_pool[random_ability] == 0:
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            self.valid_abilities.remove(random_ability)
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            self.sora_keyblade_ability_pool.pop(random_ability)
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        # plando keyblades because they can only have abilities
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        for keyblade in self.keyblade_slot_copy:
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            random_ability = self.multiworld.per_slot_randoms[self.player].choice(self.valid_abilities)
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            self.plando_locations[keyblade] = random_ability
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            self.item_quantity_dict[random_ability] -= 1
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            self.sora_keyblade_ability_pool[random_ability] -= 1
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            if self.sora_keyblade_ability_pool[random_ability] == 0:
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                self.valid_abilities.remove(random_ability)
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                self.sora_keyblade_ability_pool.pop(random_ability)
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            self.totalLocations -= 1
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    def starting_invo_verify(self):
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        for item, value in self.multiworld.start_inventory[self.player].value.items():
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            if item in ActionAbility_Table \
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                    or item in SupportAbility_Table or exclusionItem_table["StatUps"] \
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                    or item in DonaldAbility_Table or item in GoofyAbility_Table:
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                # cannot have more than the quantity for abilties
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                if value > item_dictionary_table[item].quantity:
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                    logging.info(
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                            f"{self.multiworld.get_file_safe_player_name(self.player)} cannot have more than {item_dictionary_table[item].quantity} of {item}"
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                            f"Changing the amount to the max amount")
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                    value = item_dictionary_table[item].quantity
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                self.item_quantity_dict[item] -= value
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    def emblem_verify(self):
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        if self.luckyemblemamount < self.luckyemblemrequired:
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            logging.info(
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                    f"Lucky Emblem Amount {self.multiworld.LuckyEmblemsAmount[self.player].value} is less than required "
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                    f"{self.multiworld.LuckyEmblemsRequired[self.player].value} for player {self.multiworld.get_file_safe_player_name(self.player)}."
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                    f" Setting amount to {self.multiworld.LuckyEmblemsRequired[self.player].value}")
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            luckyemblemamount = max(self.luckyemblemamount, self.luckyemblemrequired)
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            self.multiworld.LuckyEmblemsAmount[self.player].value = luckyemblemamount
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        self.item_quantity_dict[ItemName.LuckyEmblem] = self.multiworld.LuckyEmblemsAmount[self.player].value
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        # give this proof to unlock the final door once the player has the amount of lucky emblem required
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        self.item_quantity_dict[ItemName.ProofofNonexistence] = 0
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    def hitlist_verify(self):
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        for location in self.multiworld.exclude_locations[self.player].value:
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            if location in self.RandomSuperBoss:
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                self.RandomSuperBoss.remove(location)
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        #  Testing if the player has the right amount of Bounties for Completion.
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        if len(self.RandomSuperBoss) < self.BountiesAmount:
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            logging.info(
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                    f"{self.multiworld.get_file_safe_player_name(self.player)} has more bounties than bosses."
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                    f" Setting total bounties to {len(self.RandomSuperBoss)}")
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            self.BountiesAmount = len(self.RandomSuperBoss)
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            self.multiworld.BountyAmount[self.player].value = self.BountiesAmount
 | 
						|
 | 
						|
        if len(self.RandomSuperBoss) < self.BountiesRequired:
 | 
						|
            logging.info(f"{self.multiworld.get_file_safe_player_name(self.player)} has too many required bounties."
 | 
						|
                         f" Setting required bounties to {len(self.RandomSuperBoss)}")
 | 
						|
            self.BountiesRequired = len(self.RandomSuperBoss)
 | 
						|
            self.multiworld.BountyRequired[self.player].value = self.BountiesRequired
 | 
						|
 | 
						|
        if self.BountiesAmount < self.BountiesRequired:
 | 
						|
            logging.info(f"Bounties Amount {self.multiworld.BountyAmount[self.player].value} is less than required "
 | 
						|
                         f"{self.multiworld.BountyRequired[self.player].value} for player {self.multiworld.get_file_safe_player_name(self.player)}."
 | 
						|
                         f" Setting amount to {self.multiworld.BountyRequired[self.player].value}")
 | 
						|
            self.BountiesAmount = max(self.BountiesAmount, self.BountiesRequired)
 | 
						|
            self.multiworld.BountyAmount[self.player].value = self.BountiesAmount
 | 
						|
 | 
						|
        self.multiworld.start_hints[self.player].value.add(ItemName.Bounty)
 | 
						|
        self.item_quantity_dict[ItemName.ProofofNonexistence] = 0
 | 
						|
 | 
						|
    def set_excluded_locations(self):
 | 
						|
        # Option to turn off all superbosses. Can do this individually but its like 20+ checks
 | 
						|
        if not self.multiworld.SuperBosses[self.player] and not self.multiworld.Goal[self.player] == "hitlist":
 | 
						|
            for superboss in exclusion_table["Datas"]:
 | 
						|
                self.multiworld.exclude_locations[self.player].value.add(superboss)
 | 
						|
            for superboss in exclusion_table["SuperBosses"]:
 | 
						|
                self.multiworld.exclude_locations[self.player].value.add(superboss)
 | 
						|
 | 
						|
        # Option to turn off Olympus Colosseum Cups.
 | 
						|
        if self.multiworld.Cups[self.player] == "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.multiworld.Cups[self.player] == "cups":
 | 
						|
            self.multiworld.exclude_locations[self.player].value.add(LocationName.HadesCupTrophyParadoxCups)
 | 
						|
 | 
						|
    def level_subtraction(self):
 | 
						|
        # there are levels but level 1 is there for the yamls
 | 
						|
        if self.multiworld.LevelDepth[self.player] == "level_99_sanity":
 | 
						|
            # level 99 sanity
 | 
						|
            self.totalLocations -= 1
 | 
						|
        elif self.multiworld.LevelDepth[self.player] == "level_50_sanity":
 | 
						|
            # level 50 sanity
 | 
						|
            self.totalLocations -= 50
 | 
						|
        elif self.multiworld.LevelDepth[self.player] == "level_1":
 | 
						|
            # level 1. No checks on levels
 | 
						|
            self.totalLocations -= 99
 | 
						|
        else:
 | 
						|
            # level 50/99 since they contain the same amount of levels
 | 
						|
            self.totalLocations -= 76
 | 
						|
 | 
						|
    def get_filler_item_name(self) -> str:
 | 
						|
        return self.multiworld.random.choice(
 | 
						|
                [ItemName.PowerBoost, ItemName.MagicBoost, ItemName.DefenseBoost, ItemName.APBoost])
 |