244 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			244 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Python
		
	
	
	
from typing import List
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from BaseClasses import Tutorial
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from worlds.AutoWorld import WebWorld, World
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from .Items import RLItem, RLItemData, event_item_table, get_items_by_category, item_table
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from .Locations import RLLocation, location_table
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from .Options import RLOptions
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from .Presets import rl_options_presets
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from .Regions import create_regions
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from .Rules import set_rules
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class RLWeb(WebWorld):
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    theme = "stone"
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    tutorials = [Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to setting up the Rogue Legacy Randomizer software on your computer. This guide covers single-player, "
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        "multiworld, and related software.",
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        "English",
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        "rogue-legacy_en.md",
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        "rogue-legacy/en",
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        ["Phar"]
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    )]
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    bug_report_page = "https://github.com/ThePhar/RogueLegacyRandomizer/issues/new?assignees=&labels=bug&template=" \
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                      "report-an-issue---.md&title=%5BIssue%5D"
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    options_presets = rl_options_presets
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class RLWorld(World):
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    """
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    Rogue Legacy is a genealogical rogue-"LITE" where anyone can be a hero. Each time you die, your child will succeed
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    you. Every child is unique. One child might be colorblind, another might have vertigo-- they could even be a dwarf.
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    But that's OK, because no one is perfect, and you don't have to be to succeed.
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    """
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    game = "Rogue Legacy"
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    options_dataclass = RLOptions
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    options: RLOptions
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    topology_present = True
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    required_client_version = (0, 3, 5)
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    web = RLWeb()
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    item_name_to_id = {name: data.code for name, data in item_table.items() if data.code is not None}
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    location_name_to_id = {name: data.code for name, data in location_table.items() if data.code is not None}
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    def fill_slot_data(self) -> dict:
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        return self.options.as_dict(*[name for name in self.options_dataclass.type_hints.keys()])
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    def generate_early(self):
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        # Check validation of names.
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        additional_lady_names = len(self.options.additional_lady_names.value)
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        additional_sir_names = len(self.options.additional_sir_names.value)
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        if not self.options.allow_default_names:
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            if additional_lady_names < int(self.options.number_of_children):
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                raise Exception(
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                    f"allow_default_names is off, but not enough names are defined in additional_lady_names. "
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                    f"Expected {int(self.options.number_of_children)}, Got {additional_lady_names}")
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            if additional_sir_names < int(self.options.number_of_children):
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                raise Exception(
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                    f"allow_default_names is off, but not enough names are defined in additional_sir_names. "
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                    f"Expected {int(self.options.number_of_children)}, Got {additional_sir_names}")
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    def create_items(self):
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        item_pool: List[RLItem] = []
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        total_locations = len(self.multiworld.get_unfilled_locations(self.player))
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        for name, data in item_table.items():
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            quantity = data.max_quantity
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            # Architect
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            if name == "Architect":
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                if self.options.architect == "disabled":
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                    continue
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                if self.options.architect == "start_unlocked":
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                    self.multiworld.push_precollected(self.create_item(name))
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                    continue
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                if self.options.architect == "early":
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                    self.multiworld.local_early_items[self.player]["Architect"] = 1
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            # Blacksmith and Enchantress
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            if name == "Blacksmith" or name == "Enchantress":
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                if self.options.vendors == "start_unlocked":
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                    self.multiworld.push_precollected(self.create_item(name))
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                    continue
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                if self.options.vendors == "early":
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                    self.multiworld.local_early_items[self.player]["Blacksmith"] = 1
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                    self.multiworld.local_early_items[self.player]["Enchantress"] = 1
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            # Haggling
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            if name == "Haggling" and self.options.disable_charon:
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                continue
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            # Blueprints
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            if data.category == "Blueprints":
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                # No progressive blueprints if progressive_blueprints are disabled.
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                if name == "Progressive Blueprints" and not self.options.progressive_blueprints:
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                    continue
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                # No distinct blueprints if progressive_blueprints are enabled.
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                elif name != "Progressive Blueprints" and self.options.progressive_blueprints:
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                    continue
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            # Classes
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            if data.category == "Classes":
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                if name == "Progressive Knights":
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                    if "Knight" not in self.options.available_classes:
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                        continue
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                    if self.options.starting_class == "knight":
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                        quantity = 1
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                if name == "Progressive Mages":
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                    if "Mage" not in self.options.available_classes:
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                        continue
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                    if self.options.starting_class == "mage":
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                        quantity = 1
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                if name == "Progressive Barbarians":
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                    if "Barbarian" not in self.options.available_classes:
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                        continue
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                    if self.options.starting_class == "barbarian":
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                        quantity = 1
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                if name == "Progressive Knaves":
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                    if "Knave" not in self.options.available_classes:
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                        continue
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                    if self.options.starting_class == "knave":
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                        quantity = 1
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                if name == "Progressive Miners":
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                    if "Miner" not in self.options.available_classes:
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                        continue
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                    if self.options.starting_class == "miner":
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                        quantity = 1
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                if name == "Progressive Shinobis":
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                    if "Shinobi" not in self.options.available_classes:
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                        continue
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                    if self.options.starting_class == "shinobi":
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                        quantity = 1
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                if name == "Progressive Liches":
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                    if "Lich" not in self.options.available_classes:
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                        continue
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                    if self.options.starting_class == "lich":
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                        quantity = 1
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                if name == "Progressive Spellthieves":
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                    if "Spellthief" not in self.options.available_classes:
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                        continue
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                    if self.options.starting_class == "spellthief":
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                        quantity = 1
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                if name == "Dragons":
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                    if "Dragon" not in self.options.available_classes:
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                        continue
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                if name == "Traitors":
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                    if "Traitor" not in self.options.available_classes:
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                        continue
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            # Skills
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            if name == "Health Up":
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                quantity = self.options.health_pool.value
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            elif name == "Mana Up":
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                quantity = self.options.mana_pool.value
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            elif name == "Attack Up":
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                quantity = self.options.attack_pool.value
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            elif name == "Magic Damage Up":
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                quantity = self.options.magic_damage_pool.value
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            elif name == "Armor Up":
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                quantity = self.options.armor_pool.value
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            elif name == "Equip Up":
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                quantity = self.options.equip_pool.value
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            elif name == "Crit Chance Up":
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                quantity = self.options.crit_chance_pool.value
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            elif name == "Crit Damage Up":
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                quantity = self.options.crit_damage_pool.value
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            # Ignore filler, it will be added in a later stage.
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            if data.category == "Filler":
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                continue
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            item_pool += [self.create_item(name) for _ in range(0, quantity)]
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        # Fill any empty locations with filler items.
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        while len(item_pool) < total_locations:
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            item_pool.append(self.create_item(self.get_filler_item_name()))
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        self.multiworld.itempool += item_pool
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    def get_filler_item_name(self) -> str:
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        fillers = get_items_by_category("Filler")
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        weights = [data.weight for data in fillers.values()]
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        return self.random.choices([filler for filler in fillers.keys()], weights, k=1)[0]
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    def create_item(self, name: str) -> RLItem:
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        data = item_table[name]
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        return RLItem(name, data.classification, data.code, self.player)
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    def create_event(self, name: str) -> RLItem:
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        data = event_item_table[name]
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        return RLItem(name, data.classification, data.code, self.player)
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    def set_rules(self):
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        set_rules(self, self.player)
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    def create_regions(self):
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        create_regions(self)
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        self._place_events()
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    def _place_events(self):
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        # Fountain
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        self.multiworld.get_location("Fountain Room", self.player).place_locked_item(
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            self.create_event("Defeat The Fountain"))
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        # Khidr / Neo Khidr
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        if self.options.khidr == "vanilla":
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            self.multiworld.get_location("Castle Hamson Boss Room", self.player).place_locked_item(
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                self.create_event("Defeat Khidr"))
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        else:
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            self.multiworld.get_location("Castle Hamson Boss Room", self.player).place_locked_item(
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                self.create_event("Defeat Neo Khidr"))
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        # Alexander / Alexander IV
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        if self.options.alexander == "vanilla":
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            self.multiworld.get_location("Forest Abkhazia Boss Room", self.player).place_locked_item(
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                self.create_event("Defeat Alexander"))
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        else:
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            self.multiworld.get_location("Forest Abkhazia Boss Room", self.player).place_locked_item(
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                self.create_event("Defeat Alexander IV"))
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        # Ponce de Leon / Ponce de Freon
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        if self.options.leon == "vanilla":
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            self.multiworld.get_location("The Maya Boss Room", self.player).place_locked_item(
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                self.create_event("Defeat Ponce de Leon"))
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        else:
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            self.multiworld.get_location("The Maya Boss Room", self.player).place_locked_item(
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                self.create_event("Defeat Ponce de Freon"))
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        # Herodotus / Astrodotus
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        if self.options.herodotus == "vanilla":
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            self.multiworld.get_location("Land of Darkness Boss Room", self.player).place_locked_item(
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                self.create_event("Defeat Herodotus"))
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        else:
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            self.multiworld.get_location("Land of Darkness Boss Room", self.player).place_locked_item(
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                self.create_event("Defeat Astrodotus"))
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