285 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			285 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
import functools
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import logging
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from typing import Any, Dict, List
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from BaseClasses import Entrance, CollectionState, Item, Location, MultiWorld, Region, Tutorial
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from worlds.AutoWorld import WebWorld, World
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from . import Items, Locations, Maps, Regions, Rules
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from .Options import DOOM1993Options
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logger = logging.getLogger("DOOM 1993")
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DOOM_TYPE_LEVEL_COMPLETE = -2
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DOOM_TYPE_COMPUTER_AREA_MAP = 2026
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class DOOM1993Location(Location):
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    game: str = "DOOM 1993"
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class DOOM1993Item(Item):
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    game: str = "DOOM 1993"
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class DOOM1993Web(WebWorld):
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    tutorials = [Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to setting up the DOOM 1993 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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        ["Daivuk"]
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    )]
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    theme = "dirt"
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class DOOM1993World(World):
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    """
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    Developed by id Software, and originally released in 1993, DOOM pioneered and popularized the first-person shooter,
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    setting a standard for all FPS games.
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    """
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    options_dataclass = DOOM1993Options
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    options: DOOM1993Options
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    game = "DOOM 1993"
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    web = DOOM1993Web()
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    required_client_version = (0, 3, 9)
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    item_name_to_id = {data["name"]: item_id for item_id, data in Items.item_table.items()}
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    item_name_groups = Items.item_name_groups
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    location_name_to_id = {data["name"]: loc_id for loc_id, data in Locations.location_table.items()}
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    location_name_groups = Locations.location_name_groups
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    starting_level_for_episode: List[str] = [
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        "Hangar (E1M1)",
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        "Deimos Anomaly (E2M1)",
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        "Hell Keep (E3M1)",
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        "Hell Beneath (E4M1)"
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    ]
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    boss_level_for_espidoes: List[str] = [
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        "Phobos Anomaly (E1M8)",
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        "Tower of Babel (E2M8)",
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        "Dis (E3M8)",
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        "Unto the Cruel (E4M8)"
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    ]
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    # Item ratio that scales depending on episode count. These are the ratio for 3 episode.
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    items_ratio: Dict[str, float] = {
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        "Armor": 41,
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        "Mega Armor": 25,
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        "Berserk": 12,
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        "Invulnerability": 10,
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        "Partial invisibility": 18,
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        "Supercharge": 28,
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        "Medikit": 15,
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        "Box of bullets": 13,
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        "Box of rockets": 13,
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        "Box of shotgun shells": 13,
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        "Energy cell pack": 10
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    }
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    def __init__(self, multiworld: MultiWorld, player: int):
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        self.included_episodes = [1, 1, 1, 0]
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        self.location_count = 0
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        super().__init__(multiworld, player)
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    def get_episode_count(self):
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        return functools.reduce(lambda count, episode: count + episode, self.included_episodes)
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    def generate_early(self):
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        # Cache which episodes are included
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        self.included_episodes[0] = self.options.episode1.value
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        self.included_episodes[1] = self.options.episode2.value
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        self.included_episodes[2] = self.options.episode3.value
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        self.included_episodes[3] = self.options.episode4.value
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        # If no episodes selected, select Episode 1
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        if self.get_episode_count() == 0:
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            self.included_episodes[0] = 1
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    def create_regions(self):
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        pro = self.options.pro.value
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        # Main regions
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        menu_region = Region("Menu", self.player, self.multiworld)
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        hub_region = Region("Hub", self.player, self.multiworld)
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        self.multiworld.regions += [menu_region, hub_region]
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        menu_region.add_exits(["Hub"])
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        # Create regions and locations
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        main_regions = []
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        connections = []
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        for region_dict in Regions.regions:
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            if not self.included_episodes[region_dict["episode"] - 1]:
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                continue
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            region_name = region_dict["name"]
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            if region_dict["connects_to_hub"]:
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                main_regions.append(region_name)
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            region = Region(region_name, self.player, self.multiworld)
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            region.add_locations({
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                loc["name"]: loc_id
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                for loc_id, loc in Locations.location_table.items()
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                if loc["region"] == region_name and self.included_episodes[loc["episode"] - 1]
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            }, DOOM1993Location)
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            self.multiworld.regions.append(region)
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            for connection_dict in region_dict["connections"]:
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                # Check if it's a pro-only connection
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                if connection_dict["pro"] and not pro:
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                    continue
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                connections.append((region, connection_dict["target"]))
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        # Connect main regions to Hub
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        hub_region.add_exits(main_regions)
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        # Do the other connections between regions (They are not all both ways)
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        for connection in connections:
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            source = connection[0]
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            target = self.multiworld.get_region(connection[1], self.player)
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            entrance = Entrance(self.player, f"{source.name} -> {target.name}", source)
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            source.exits.append(entrance)
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            entrance.connect(target)
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        # Sum locations for items creation
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        self.location_count = len(self.multiworld.get_locations(self.player))
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    def completion_rule(self, state: CollectionState):
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        goal_levels = Maps.map_names
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        if self.options.goal.value:
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            goal_levels = self.boss_level_for_espidoes
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        for map_name in goal_levels:
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            if map_name + " - Exit" not in self.location_name_to_id:
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                continue
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            # Exit location names are in form: Hangar (E1M1) - Exit
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            loc = Locations.location_table[self.location_name_to_id[map_name + " - Exit"]]
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            if not self.included_episodes[loc["episode"] - 1]:
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                continue
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            # Map complete item names are in form: Hangar (E1M1) - Complete
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            if not state.has(map_name + " - Complete", self.player, 1):
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                return False
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        return True
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    def set_rules(self):
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        pro = self.options.pro.value
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        allow_death_logic = self.options.allow_death_logic.value
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        Rules.set_rules(self, self.included_episodes, pro)
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        self.multiworld.completion_condition[self.player] = lambda state: self.completion_rule(state)
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        # Forbid progression items to locations that can be missed and can't be picked up. (e.g. One-time timed
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        # platform) Unless the user allows for it.
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        if not allow_death_logic:
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            for death_logic_location in Locations.death_logic_locations:
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                self.options.exclude_locations.value.add(death_logic_location)
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    def create_item(self, name: str) -> DOOM1993Item:
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        item_id: int = self.item_name_to_id[name]
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        return DOOM1993Item(name, Items.item_table[item_id]["classification"], item_id, self.player)
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    def create_items(self):
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        itempool: List[DOOM1993Item] = []
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        start_with_computer_area_maps: bool = self.options.start_with_computer_area_maps.value
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        # Items
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        for item_id, item in Items.item_table.items():
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            if item["doom_type"] == DOOM_TYPE_LEVEL_COMPLETE:
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                continue # We'll fill it manually later
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            if item["doom_type"] == DOOM_TYPE_COMPUTER_AREA_MAP and start_with_computer_area_maps:
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                continue # We'll fill it manually, and we will put fillers in place
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            if item["episode"] != -1 and not self.included_episodes[item["episode"] - 1]:
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                continue
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            count = item["count"] if item["name"] not in self.starting_level_for_episode else item["count"] - 1
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            itempool += [self.create_item(item["name"]) for _ in range(count)]
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        # Place end level items in locked locations
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        for map_name in Maps.map_names:
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            loc_name = map_name + " - Exit"
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            item_name = map_name + " - Complete"
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            if loc_name not in self.location_name_to_id:
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                continue
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            if item_name not in self.item_name_to_id:
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                continue
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            loc = Locations.location_table[self.location_name_to_id[loc_name]]
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            if not self.included_episodes[loc["episode"] - 1]:
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                continue
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            self.multiworld.get_location(loc_name, self.player).place_locked_item(self.create_item(item_name))
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            self.location_count -= 1
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        # Give starting levels right away
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        for i in range(len(self.included_episodes)):
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            if self.included_episodes[i]:
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                self.multiworld.push_precollected(self.create_item(self.starting_level_for_episode[i]))
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        # Give Computer area maps if option selected
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        if self.options.start_with_computer_area_maps.value:
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            for item_id, item_dict in Items.item_table.items():
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                item_episode = item_dict["episode"]
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                if item_episode > 0:
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                    if item_dict["doom_type"] == DOOM_TYPE_COMPUTER_AREA_MAP and self.included_episodes[item_episode - 1]:
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                        self.multiworld.push_precollected(self.create_item(item_dict["name"]))
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        # Fill the rest starting with powerups, then fillers
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        self.create_ratioed_items("Armor", itempool)
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        self.create_ratioed_items("Mega Armor", itempool)
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        self.create_ratioed_items("Berserk", itempool)
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        self.create_ratioed_items("Invulnerability", itempool)
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        self.create_ratioed_items("Partial invisibility", itempool)
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        self.create_ratioed_items("Supercharge", itempool)
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        while len(itempool) < self.location_count:
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            itempool.append(self.create_item(self.get_filler_item_name()))
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        # add itempool to multiworld
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        self.multiworld.itempool += itempool
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    def get_filler_item_name(self):
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        return self.multiworld.random.choice([
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            "Medikit",
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            "Box of bullets",
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            "Box of rockets",
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            "Box of shotgun shells",
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            "Energy cell pack"
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        ])
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    def create_ratioed_items(self, item_name: str, itempool: List[DOOM1993Item]):
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        remaining_loc = self.location_count - len(itempool)
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        ep_count = self.get_episode_count()
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        # Was balanced for 3 episodes (We added 4th episode, but keep same ratio)
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        count = min(remaining_loc, max(1, int(round(self.items_ratio[item_name] * ep_count / 3))))
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        if count == 0:
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            logger.warning("Warning, no ", item_name, " will be placed.")
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            return
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        for i in range(count):
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            itempool.append(self.create_item(item_name))
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    def fill_slot_data(self) -> Dict[str, Any]:
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        slot_data = self.options.as_dict("goal", "difficulty", "random_monsters", "random_pickups", "random_music", "flip_levels", "allow_death_logic", "pro", "start_with_computer_area_maps", "death_link", "reset_level_on_death", "episode1", "episode2", "episode3", "episode4")
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        # E2M6 and E3M9 each have one way keydoor. You can enter, but required the keycard to get out.
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        # We used to force place the keycard behind those doors. Limiting the randomness for those items. A change
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        # was made to make those specific doors 2-ways keydoors. So the keycards are not shuffled in the pool like the
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        # rest. The client needs to know about this so it can modify the door. If the multiworld was generated with
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        # an older version, the player would end up stuck.
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        slot_data["two_ways_keydoors"] = True
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        return slot_data
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