489 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			489 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
import itertools
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import os
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import os.path
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import threading
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import typing
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# from . import pyevermizer  # as part of the source tree
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import pyevermizer  # from package
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import settings
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from BaseClasses import Item, ItemClassification, Location, LocationProgressType, Region, Tutorial
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from Utils import output_path
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from worlds.AutoWorld import WebWorld, World
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from worlds.generic.Rules import add_item_rule, set_rule
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from .logic import SoEPlayerLogic
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from .options import Difficulty, EnergyCore, Sniffamizer, SniffIngredients, SoEOptions
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from .patch import SoEDeltaPatch, get_base_rom_path
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if typing.TYPE_CHECKING:
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    from BaseClasses import MultiWorld, CollectionState
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__all__ = ["pyevermizer", "SoEWorld"]
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"""
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In evermizer:
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Items are uniquely defined by a pair of (type, id).
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For most items this is their vanilla location (i.e. CHECK_GOURD, number).
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Items have `provides`, which give the actual progression
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instead of providing multiple events per item, we iterate through them in logic.py
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    e.g. Found any weapon
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Locations have `requires` and `provides`.
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Requirements have to be converted to (access) rules for AP
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    e.g. Chest locked behind having a weapon
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Provides could be events, but instead we iterate through the entire logic in logic.py
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    e.g. NPC available after fighting a Boss
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Rules are special locations that don't have a physical location
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instead of implementing virtual locations and virtual items, we simply use them in logic.py
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    e.g. 2DEs+Wheel+Gauge = Rocket
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Rules and Locations live on the same logic tree returned by pyevermizer.get_logic()
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TODO: for balancing we may want to generate Regions (with Entrances) for some
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common rules, place the locations in those Regions and shorten the rules.
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Item grouping currently supports
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* Any <ingredient name> - "Any Water" matches all Water drops
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* Any <healing item name> - "Any Petal" matches all Petal drops
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* Any Moniez - Matches the talon/jewel/gold coin/credit drops from chests (not market, fountain or Mungola)
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* Ingredients - Matches all ingredient drops
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* Alchemy - Matches all alchemy formulas
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* Weapons - Matches all weapons but Bazooka, Bone Crusher, Neutron Blade
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* Traps - Matches all traps
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"""
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_id_base = 64000
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_id_offset: typing.Dict[int, int] = {
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    pyevermizer.CHECK_ALCHEMY: _id_base + 0,  # alchemy 64000..64049
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    pyevermizer.CHECK_BOSS: _id_base + 50,  # bosses 64050..6499
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    pyevermizer.CHECK_GOURD: _id_base + 100,  # gourds 64100..64399
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    pyevermizer.CHECK_NPC: _id_base + 400,  # npc 64400..64499
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    # blank 64500..64799
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    pyevermizer.CHECK_EXTRA: _id_base + 800,  # extra items 64800..64899
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    pyevermizer.CHECK_TRAP: _id_base + 900,  # trap 64900..64999
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    pyevermizer.CHECK_SNIFF: _id_base + 1000  # sniff 65000..65592
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}
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# cache native evermizer items and locations
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_items = pyevermizer.get_items()
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_sniff_items = pyevermizer.get_sniff_items()  # optional, not part of the default location pool
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_traps = pyevermizer.get_traps()
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_extras = pyevermizer.get_extra_items()  # items that are not placed by default
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_locations = pyevermizer.get_locations()
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_sniff_locations = pyevermizer.get_sniff_locations()  # optional, not part of the default location pool
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# fix up texts for AP
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for _loc in _locations:
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    if _loc.type == pyevermizer.CHECK_GOURD:
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        _loc.name = f"{_loc.name} #{_loc.index}"
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for _loc in _sniff_locations:
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    if _loc.type == pyevermizer.CHECK_SNIFF:
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        _loc.name = f"{_loc.name} Sniff #{_loc.index}"
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del _loc
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# item helpers
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_ingredients = (
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    'Wax', 'Water', 'Vinegar', 'Root', 'Oil', 'Mushroom', 'Mud Pepper', 'Meteorite', 'Limestone', 'Iron',
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    'Gunpowder', 'Grease', 'Feather', 'Ethanol', 'Dry Ice', 'Crystal', 'Clay', 'Brimstone', 'Bone', 'Atlas Medallion',
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    'Ash', 'Acorn'
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)
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_other_items = (
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    'Call bead', 'Petal', 'Biscuit', 'Pixie Dust', 'Nectar', 'Honey', 'Moniez'
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)
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def _match_item_name(item: pyevermizer.Item, substr: str) -> bool:
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    sub: str = item.name.split(' ', 1)[1] if item.name[0].isdigit() else item.name
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    return sub == substr or sub == substr+'s'
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def _get_location_mapping() -> typing.Tuple[typing.Dict[str, int], typing.Dict[int, pyevermizer.Location]]:
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    name_to_id = {}
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    id_to_raw = {}
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    for loc in itertools.chain(_locations, _sniff_locations):
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        ap_id = _id_offset[loc.type] + loc.index
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        id_to_raw[ap_id] = loc
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        name_to_id[loc.name] = ap_id
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    name_to_id['Done'] = None
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    return name_to_id, id_to_raw
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def _get_item_mapping() -> typing.Tuple[typing.Dict[str, int], typing.Dict[int, pyevermizer.Item]]:
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    name_to_id = {}
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    id_to_raw = {}
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    for item in itertools.chain(_items, _sniff_items, _extras, _traps):
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        if item.name in name_to_id:
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            continue
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        ap_id = _id_offset[item.type] + item.index
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        id_to_raw[ap_id] = item
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        name_to_id[item.name] = ap_id
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    name_to_id['Victory'] = None
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    return name_to_id, id_to_raw
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def _get_item_grouping() -> typing.Dict[str, typing.Set[str]]:
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    groups = {}
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    ingredients_group = set()
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    for ingredient in _ingredients:
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        group = set(item.name for item in _items if _match_item_name(item, ingredient))
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        groups[f'Any {ingredient}'] = group
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        ingredients_group |= group
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    groups['Ingredients'] = ingredients_group
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    for other in _other_items:
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        groups[f'Any {other}'] = set(item.name for item in _items if _match_item_name(item, other))
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    groups['Alchemy'] = set(item.name for item in _items if item.type == pyevermizer.CHECK_ALCHEMY)
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    groups['Weapons'] = {'Spider Claw', 'Horn Spear', 'Gladiator Sword', 'Bronze Axe', 'Bronze Spear', 'Crusader Sword',
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                         'Lance (Weapon)', 'Knight Basher', 'Atom Smasher', 'Laser Lance'}
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    groups['Traps'] = {trap.name for trap in _traps}
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    return groups
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class SoEWebWorld(WebWorld):
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    theme = 'jungle'
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    tutorials = [Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to playing Secret of Evermore randomizer. This guide covers single-player, multiworld and related"
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        " software.",
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        "English",
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        "multiworld_en.md",
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        "multiworld/en",
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        ["Black Sliver"]
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    )]
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class SoESettings(settings.Group):
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    class RomFile(settings.SNESRomPath):
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        """File name of the SoE US ROM"""
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        description = "Secret of Evermore (USA) ROM"
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        copy_to = "Secret of Evermore (USA).sfc"
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        md5s = [SoEDeltaPatch.hash]
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    rom_file: RomFile = RomFile(RomFile.copy_to)
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class SoEWorld(World):
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    """
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    Secret of Evermore is a SNES action RPG. You learn alchemy spells, fight bosses and gather rocket parts to visit a
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    space station where the final boss must be defeated.
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    """
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    game: typing.ClassVar[str] = "Secret of Evermore"
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    options_dataclass = SoEOptions
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    options: SoEOptions
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    settings: typing.ClassVar[SoESettings]
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    topology_present = False
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    web = SoEWebWorld()
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    required_client_version = (0, 4, 4)
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    item_name_to_id, item_id_to_raw = _get_item_mapping()
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    location_name_to_id, location_id_to_raw = _get_location_mapping()
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    item_name_groups = _get_item_grouping()
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    logic: SoEPlayerLogic
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    evermizer_seed: int
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    connect_name: str
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    _halls_ne_chest_names: typing.List[str] = [loc.name for loc in _locations if 'Halls NE' in loc.name]
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    _fillers = sorted(item_name_groups["Ingredients"])
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    def __init__(self, multiworld: "MultiWorld", player: int):
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        self.connect_name_available_event = threading.Event()
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        super(SoEWorld, self).__init__(multiworld, player)
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    def generate_early(self) -> None:
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        # create logic from options
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        if self.options.required_fragments.value > self.options.available_fragments.value:
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            self.options.available_fragments.value = self.options.required_fragments.value
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        self.logic = SoEPlayerLogic(self.player, self.options)
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    def create_event(self, event: str) -> Item:
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        return SoEItem(event, ItemClassification.progression, None, self.player)
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    def create_item(self, item: typing.Union[pyevermizer.Item, str]) -> Item:
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        if isinstance(item, str):
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            item = self.item_id_to_raw[self.item_name_to_id[item]]
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        if item.type == pyevermizer.CHECK_TRAP:
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            classification = ItemClassification.trap
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        elif item.progression:
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            classification = ItemClassification.progression
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        elif item.useful:
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            classification = ItemClassification.useful
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        else:
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            classification = ItemClassification.filler
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        return SoEItem(item.name, classification, self.item_name_to_id[item.name], self.player)
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    @classmethod
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    def stage_assert_generate(cls, _: "MultiWorld") -> None:
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        rom_file = get_base_rom_path()
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        if not os.path.exists(rom_file):
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            raise FileNotFoundError(rom_file)
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    def create_regions(self) -> None:
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        # exclude 'hidden' on easy
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        max_difficulty = 1 if self.options.difficulty == Difficulty.option_easy else 256
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        # TODO: generate *some* regions from locations' requirements?
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        menu = Region('Menu', self.player, self.multiworld)
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        self.multiworld.regions += [menu]
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        def get_sphere_index(evermizer_loc: pyevermizer.Location) -> int:
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            """Returns 0, 1 or 2 for locations in spheres 1, 2, 3+"""
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            if len(evermizer_loc.requires) == 1 and evermizer_loc.requires[0][1] != pyevermizer.P_WEAPON:
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                return 2
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            return min(2, len(evermizer_loc.requires))
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        # create ingame region
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        ingame = Region('Ingame', self.player, self.multiworld)
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        # group locations into spheres (1, 2, 3+ at index 0, 1, 2)
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        spheres: typing.Dict[int, typing.Dict[int, typing.List[SoELocation]]] = {}
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        for loc in _locations:
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            spheres.setdefault(get_sphere_index(loc), {}).setdefault(loc.type, []).append(
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                SoELocation(self.player, loc.name, self.location_name_to_id[loc.name], ingame,
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                            loc.difficulty > max_difficulty))
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        # extend pool if feature and setting enabled
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        if hasattr(Sniffamizer, "option_everywhere") and self.options.sniffamizer == Sniffamizer.option_everywhere:
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            for loc in _sniff_locations:
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                spheres.setdefault(get_sphere_index(loc), {}).setdefault(loc.type, []).append(
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                    SoELocation(self.player, loc.name, self.location_name_to_id[loc.name], ingame,
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                                loc.difficulty > max_difficulty))
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        # location balancing data
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        trash_fills: typing.Dict[int, typing.Dict[int, typing.Tuple[int, int, int, int]]] = {
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            0: {pyevermizer.CHECK_GOURD: (20, 40, 40, 40),  # remove up to 40 gourds from sphere 1
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                pyevermizer.CHECK_SNIFF: (100, 130, 130, 130)},  # remove up to 130 sniff spots from sphere 1
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            1: {pyevermizer.CHECK_GOURD: (70, 90, 90, 90),  # remove up to 90 gourds from sphere 2
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                pyevermizer.CHECK_SNIFF: (160, 200, 200, 200)},  # remove up to 200 sniff spots from sphere 2
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        }
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        # mark some as excluded based on numbers above
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        for trash_sphere, fills in trash_fills.items():
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            for typ, counts in fills.items():
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                if typ not in spheres[trash_sphere]:
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                    continue  # e.g. player does not have sniff locations
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                count = counts[self.options.difficulty.value]
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                for location in self.random.sample(spheres[trash_sphere][typ], count):
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                    assert location.name != "Energy Core #285", "Error in sphere generation"
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                    location.progress_type = LocationProgressType.EXCLUDED
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        def sphere1_blocked_items_rule(item: pyevermizer.Item) -> bool:
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            if isinstance(item, SoEItem):
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                # disable certain items in sphere 1
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                if item.name in {"Gauge", "Wheel"}:
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                    return False
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                # and some more for non-easy, non-mystery
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                if self.options.difficulty not in (Difficulty.option_easy, Difficulty.option_mystery):
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                    if item.name in {"Laser Lance", "Atom Smasher", "Diamond Eye"}:
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                        return False
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            return True
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        for locations in spheres[0].values():
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            for location in locations:
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                add_item_rule(location, sphere1_blocked_items_rule)
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        # make some logically late(r) bosses priority locations to increase complexity
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        if self.options.difficulty == Difficulty.option_mystery:
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            late_count = self.random.randint(0, 2)
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        else:
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            late_count = self.options.difficulty.value
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        late_bosses = ("Tiny", "Aquagoth", "Megataur", "Rimsala",
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                       "Mungola", "Lightning Storm", "Magmar", "Volcano Viper")
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        late_locations = self.random.sample(late_bosses, late_count)
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        # add locations to the world
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        for sphere in spheres.values():
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            for locations in sphere.values():
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                for location in locations:
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                    ingame.locations.append(location)
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                    if location.name in late_locations:
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                        location.progress_type = LocationProgressType.PRIORITY
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        ingame.locations.append(SoELocation(self.player, 'Done', None, ingame))
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        menu.connect(ingame, "New Game")
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        self.multiworld.regions += [ingame]
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    def create_items(self) -> None:
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        # add regular items to the pool
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        exclusions: typing.List[str] = []
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        if self.options.energy_core != EnergyCore.option_shuffle:
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            exclusions.append("Energy Core")  # will be placed in generate_basic or replaced by a fragment below
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        items = list(map(lambda item: self.create_item(item), (item for item in _items if item.name not in exclusions)))
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        # remove one pair of wings that will be placed in generate_basic
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        items.remove(self.create_item("Wings"))
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        # extend pool if feature and setting enabled
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        if hasattr(Sniffamizer, "option_everywhere") and self.options.sniffamizer == Sniffamizer.option_everywhere:
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            if self.options.sniff_ingredients == SniffIngredients.option_vanilla_ingredients:
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                # vanilla ingredients
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                items += list(map(lambda item: self.create_item(item), _sniff_items))
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            else:
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                # random ingredients
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                items += [self.create_item(self.get_filler_item_name()) for _ in _sniff_items]
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        def is_ingredient(item: pyevermizer.Item) -> bool:
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            for ingredient in _ingredients:
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                if _match_item_name(item, ingredient):
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                    return True
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            return False
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        # add energy core fragments to the pool
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        ingredients = [n for n, item in enumerate(items) if is_ingredient(item)]
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        if self.options.energy_core == EnergyCore.option_fragments:
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            items.append(self.create_item("Energy Core Fragment"))  # replaces the vanilla energy core
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            for _ in range(self.options.available_fragments - 1):
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                if len(ingredients) < 1:
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                    break  # out of ingredients to replace
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                r = self.random.choice(ingredients)
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                ingredients.remove(r)
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                items[r] = self.create_item("Energy Core Fragment")
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        # add traps to the pool
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        trap_count = self.options.trap_count.value
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        trap_names: typing.List[str] = []
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        trap_weights: typing.List[int] = []
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        if trap_count > 0:
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            for trap_option in self.options.trap_chances:
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                trap_names.append(trap_option.item_name)
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                trap_weights.append(trap_option.value)
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            if sum(trap_weights) == 0:
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                trap_weights = [1 for _ in trap_weights]
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        def create_trap() -> Item:
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            return self.create_item(self.random.choices(trap_names, trap_weights)[0])
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        for _ in range(trap_count):
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            if len(ingredients) < 1:
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                break  # out of ingredients to replace
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            r = self.random.choice(ingredients)
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            ingredients.remove(r)
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            items[r] = create_trap()
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        self.multiworld.itempool += items
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    def set_rules(self) -> None:
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        self.multiworld.completion_condition[self.player] = lambda state: state.has('Victory', self.player)
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        # set Done from goal option once we have multiple goals
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        set_rule(self.multiworld.get_location('Done', self.player),
 | 
						|
                 lambda state: self.logic.has(state, pyevermizer.P_FINAL_BOSS))
 | 
						|
        set_rule(self.multiworld.get_entrance('New Game', self.player), lambda state: True)
 | 
						|
        locations: typing.Iterable[pyevermizer.Location]
 | 
						|
        if hasattr(Sniffamizer, "option_everywhere") and self.options.sniffamizer == Sniffamizer.option_everywhere:
 | 
						|
            locations = itertools.chain(_locations, _sniff_locations)
 | 
						|
        else:
 | 
						|
            locations = _locations
 | 
						|
        for loc in locations:
 | 
						|
            location = self.multiworld.get_location(loc.name, self.player)
 | 
						|
            set_rule(location, self.make_rule(loc.requires))
 | 
						|
 | 
						|
    def make_rule(self, requires: typing.List[typing.Tuple[int, int]]) -> typing.Callable[[typing.Any], bool]:
 | 
						|
        def rule(state: "CollectionState") -> bool:
 | 
						|
            for count, progress in requires:
 | 
						|
                if not self.logic.has(state, progress, count):
 | 
						|
                    return False
 | 
						|
            return True
 | 
						|
 | 
						|
        return rule
 | 
						|
 | 
						|
    def generate_basic(self) -> None:
 | 
						|
        # place Victory event
 | 
						|
        self.multiworld.get_location('Done', self.player).place_locked_item(self.create_event('Victory'))
 | 
						|
        # place wings in halls NE to avoid softlock
 | 
						|
        wings_location = self.random.choice(self._halls_ne_chest_names)
 | 
						|
        wings_item = self.create_item('Wings')
 | 
						|
        self.multiworld.get_location(wings_location, self.player).place_locked_item(wings_item)
 | 
						|
        # place energy core at vanilla location for vanilla mode
 | 
						|
        if self.options.energy_core == EnergyCore.option_vanilla:
 | 
						|
            energy_core = self.create_item('Energy Core')
 | 
						|
            self.multiworld.get_location('Energy Core #285', self.player).place_locked_item(energy_core)
 | 
						|
        # generate stuff for later
 | 
						|
        self.evermizer_seed = self.random.randint(0, 2 ** 16 - 1)  # TODO: make this an option for "full" plando?
 | 
						|
 | 
						|
    def generate_output(self, output_directory: str) -> None:
 | 
						|
        player_name = self.multiworld.get_player_name(self.player)
 | 
						|
        self.connect_name = player_name[:32]
 | 
						|
        while len(self.connect_name.encode('utf-8')) > 32:
 | 
						|
            self.connect_name = self.connect_name[:-1]
 | 
						|
        self.connect_name_available_event.set()
 | 
						|
        placement_file = ""
 | 
						|
        out_file = ""
 | 
						|
        try:
 | 
						|
            money = self.options.money_modifier.value
 | 
						|
            exp = self.options.exp_modifier.value
 | 
						|
            switches: typing.List[str] = []
 | 
						|
            if self.options.death_link.value:
 | 
						|
                switches.append("--death-link")
 | 
						|
            if self.options.energy_core == EnergyCore.option_fragments:
 | 
						|
                switches.extend(('--available-fragments', str(self.options.available_fragments.value),
 | 
						|
                                 '--required-fragments', str(self.options.required_fragments.value)))
 | 
						|
            rom_file = get_base_rom_path()
 | 
						|
            out_base = output_path(output_directory, self.multiworld.get_out_file_name_base(self.player))
 | 
						|
            out_file = out_base + '.sfc'
 | 
						|
            placement_file = out_base + '.txt'
 | 
						|
            patch_file = out_base + '.apsoe'
 | 
						|
            flags = 'l'  # spoiler log
 | 
						|
            flags += self.options.flags
 | 
						|
 | 
						|
            with open(placement_file, "wb") as f:  # generate placement file
 | 
						|
                for location in self.multiworld.get_locations(self.player):
 | 
						|
                    item = location.item
 | 
						|
                    assert item is not None, "Can't handle unfilled location"
 | 
						|
                    if item.code is None or location.address is None:
 | 
						|
                        continue  # skip events
 | 
						|
                    loc = self.location_id_to_raw[location.address]
 | 
						|
                    if item.player != self.player:
 | 
						|
                        line = f'{loc.type},{loc.index}:{pyevermizer.CHECK_NONE},{item.code},{item.player}\n'
 | 
						|
                    else:
 | 
						|
                        soe_item = self.item_id_to_raw[item.code]
 | 
						|
                        line = f'{loc.type},{loc.index}:{soe_item.type},{soe_item.index}\n'
 | 
						|
                    f.write(line.encode('utf-8'))
 | 
						|
 | 
						|
            if not os.path.exists(rom_file):
 | 
						|
                raise FileNotFoundError(rom_file)
 | 
						|
            if (pyevermizer.main(rom_file, out_file, placement_file, self.multiworld.seed_name, self.connect_name,
 | 
						|
                                 self.evermizer_seed, flags, money, exp, switches)):
 | 
						|
                raise RuntimeError()
 | 
						|
            patch = SoEDeltaPatch(patch_file, player=self.player,
 | 
						|
                                  player_name=player_name, patched_path=out_file)
 | 
						|
            patch.write()
 | 
						|
        except Exception:
 | 
						|
            raise
 | 
						|
        finally:
 | 
						|
            try:
 | 
						|
                os.unlink(placement_file)
 | 
						|
                os.unlink(out_file)
 | 
						|
                os.unlink(out_file[:-4] + '_SPOILER.log')
 | 
						|
            except FileNotFoundError:
 | 
						|
                pass
 | 
						|
 | 
						|
    def modify_multidata(self, multidata: typing.Dict[str, typing.Any]) -> None:
 | 
						|
        # wait for self.connect_name to be available.
 | 
						|
        self.connect_name_available_event.wait()
 | 
						|
        # we skip in case of error, so that the original error in the output thread is the one that gets raised
 | 
						|
        if self.connect_name and self.connect_name != self.multiworld.player_name[self.player]:
 | 
						|
            payload = multidata["connect_names"][self.multiworld.player_name[self.player]]
 | 
						|
            multidata["connect_names"][self.connect_name] = payload
 | 
						|
 | 
						|
    def get_filler_item_name(self) -> str:
 | 
						|
        return self.random.choice(self._fillers)
 | 
						|
 | 
						|
 | 
						|
class SoEItem(Item):
 | 
						|
    game: str = "Secret of Evermore"
 | 
						|
    __slots__ = ()  # disable __dict__
 | 
						|
 | 
						|
 | 
						|
class SoELocation(Location):
 | 
						|
    game: str = "Secret of Evermore"
 | 
						|
    __slots__ = ()  # disables __dict__ once Location has __slots__
 | 
						|
 | 
						|
    def __init__(self, player: int, name: str, address: typing.Optional[int], parent: Region, exclude: bool = False):
 | 
						|
        super().__init__(player, name, address, parent)
 | 
						|
        # unconditional assignments favor a split dict, saving memory
 | 
						|
        self.progress_type = LocationProgressType.EXCLUDED if exclude else LocationProgressType.DEFAULT
 |