262 lines
13 KiB
Python
262 lines
13 KiB
Python
import string
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from .Items import RiskOfRainItem, item_table, item_pool_weights, environment_offest
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from .Locations import RiskOfRainLocation, get_classic_item_pickups, item_pickups, orderedstage_location
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from .Rules import set_rules
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from .RoR2Environments import *
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from BaseClasses import Region, Entrance, Item, ItemClassification, MultiWorld, Tutorial
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from .Options import ror2_options, ItemWeights
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from worlds.AutoWorld import World, WebWorld
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from .Regions import create_regions
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class RiskOfWeb(WebWorld):
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tutorials = [Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up the Risk of Rain 2 integration for Archipelago multiworld games.",
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"English",
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"setup_en.md",
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"setup/en",
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["Ijwu"]
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)]
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class RiskOfRainWorld(World):
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"""
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Escape a chaotic alien planet by fighting through hordes of frenzied monsters – with your friends, or on your own.
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Combine loot in surprising ways and master each character until you become the havoc you feared upon your
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first crash landing.
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"""
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game: str = "Risk of Rain 2"
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option_definitions = ror2_options
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topology_present = False
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item_name_to_id = item_table
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location_name_to_id = item_pickups
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data_version = 6
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required_client_version = (0, 3, 7)
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web = RiskOfWeb()
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total_revivals: int
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def generate_early(self) -> None:
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# figure out how many revivals should exist in the pool
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if self.multiworld.goal[self.player] == "classic":
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total_locations = self.multiworld.total_locations[self.player].value
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else:
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total_locations = len(
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orderedstage_location.get_locations(
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chests=self.multiworld.chests_per_stage[self.player].value,
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shrines=self.multiworld.shrines_per_stage[self.player].value,
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scavengers=self.multiworld.scavengers_per_stage[self.player].value,
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scanners=self.multiworld.scanner_per_stage[self.player].value,
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altars=self.multiworld.altars_per_stage[self.player].value,
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dlc_sotv=self.multiworld.dlc_sotv[self.player].value
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)
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)
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self.total_revivals = int(self.multiworld.total_revivals[self.player].value / 100 *
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total_locations)
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# self.total_revivals = self.multiworld.total_revivals[self.player].value
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if self.multiworld.start_with_revive[self.player].value:
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self.total_revivals -= 1
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def create_items(self) -> None:
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# shortcut for starting_inventory... The start_with_revive option lets you start with a Dio's Best Friend
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if self.multiworld.start_with_revive[self.player]:
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self.multiworld.push_precollected(self.multiworld.create_item("Dio's Best Friend", self.player))
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environments_pool = {}
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# only mess with the environments if they are set as items
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if self.multiworld.goal[self.player] == "explore":
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# figure out all available ordered stages for each tier
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environment_available_orderedstages_table = environment_vanilla_orderedstages_table
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if self.multiworld.dlc_sotv[self.player]:
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environment_available_orderedstages_table = collapse_dict_list_vertical(environment_available_orderedstages_table, environment_sotv_orderedstages_table)
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environments_pool = shift_by_offset(environment_vanilla_table, environment_offest)
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if self.multiworld.dlc_sotv[self.player]:
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environment_offset_table = shift_by_offset(environment_sotv_table, environment_offest)
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environments_pool = {**environments_pool, **environment_offset_table}
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environments_to_precollect = 5 if self.multiworld.begin_with_loop[self.player].value else 1
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# percollect environments for each stage (or just stage 1)
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for i in range(environments_to_precollect):
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unlock = self.multiworld.random.choices(list(environment_available_orderedstages_table[i].keys()), k=1)
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self.multiworld.push_precollected(self.create_item(unlock[0]))
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environments_pool.pop(unlock[0])
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# if presets are enabled generate junk_pool from the selected preset
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pool_option = self.multiworld.item_weights[self.player].value
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junk_pool: Dict[str, int] = {}
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if self.multiworld.item_pool_presets[self.player]:
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# generate chaos weights if the preset is chosen
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if pool_option == ItemWeights.option_chaos:
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for name, max_value in item_pool_weights[pool_option].items():
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junk_pool[name] = self.multiworld.random.randint(0, max_value)
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else:
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junk_pool = item_pool_weights[pool_option].copy()
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else: # generate junk pool from user created presets
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junk_pool = {
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"Item Scrap, Green": self.multiworld.green_scrap[self.player].value,
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"Item Scrap, Red": self.multiworld.red_scrap[self.player].value,
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"Item Scrap, Yellow": self.multiworld.yellow_scrap[self.player].value,
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"Item Scrap, White": self.multiworld.white_scrap[self.player].value,
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"Common Item": self.multiworld.common_item[self.player].value,
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"Uncommon Item": self.multiworld.uncommon_item[self.player].value,
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"Legendary Item": self.multiworld.legendary_item[self.player].value,
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"Boss Item": self.multiworld.boss_item[self.player].value,
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"Lunar Item": self.multiworld.lunar_item[self.player].value,
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"Void Item": self.multiworld.void_item[self.player].value,
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"Equipment": self.multiworld.equipment[self.player].value
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}
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# remove lunar items from the pool if they're disabled in the yaml unless lunartic is rolled
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if not self.multiworld.enable_lunar[self.player] or pool_option == ItemWeights.option_lunartic:
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junk_pool.pop("Lunar Item")
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# remove void items from the pool
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if not self.multiworld.dlc_sotv[self.player] or pool_option == ItemWeights.option_void:
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junk_pool.pop("Void Item")
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# Generate item pool
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itempool: List = []
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# Add revive items for the player
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itempool += ["Dio's Best Friend"] * self.total_revivals
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for env_name, _ in environments_pool.items():
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itempool += [env_name]
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# precollected environments are popped from the pool so counting like this is valid
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nonjunk_item_count = self.total_revivals + len(environments_pool)
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if self.multiworld.goal[self.player] == "classic":
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# classic mode
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total_locations = self.multiworld.total_locations[self.player].value
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else:
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# explore mode
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total_locations = len(
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orderedstage_location.get_locations(
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chests=self.multiworld.chests_per_stage[self.player].value,
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shrines=self.multiworld.shrines_per_stage[self.player].value,
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scavengers=self.multiworld.scavengers_per_stage[self.player].value,
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scanners=self.multiworld.scanner_per_stage[self.player].value,
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altars=self.multiworld.altars_per_stage[self.player].value,
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dlc_sotv=self.multiworld.dlc_sotv[self.player].value
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)
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)
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junk_item_count = total_locations - nonjunk_item_count
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# Fill remaining items with randomly generated junk
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itempool += self.multiworld.random.choices(list(junk_pool.keys()), weights=list(junk_pool.values()),
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k=junk_item_count)
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# Convert itempool into real items
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itempool = list(map(lambda name: self.create_item(name), itempool))
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self.multiworld.itempool += itempool
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def set_rules(self) -> None:
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set_rules(self.multiworld, self.player)
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def create_regions(self) -> None:
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if self.multiworld.goal[self.player] == "classic":
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# classic mode
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menu = create_region(self.multiworld, self.player, "Menu")
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self.multiworld.regions.append(menu)
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# By using a victory region, we can define it as being connected to by several regions
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# which can then determine the availability of the victory.
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victory_region = create_region(self.multiworld, self.player, "Victory")
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self.multiworld.regions.append(victory_region)
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petrichor = create_region(self.multiworld, self.player, "Petrichor V",
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get_classic_item_pickups(self.multiworld.total_locations[self.player].value))
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self.multiworld.regions.append(petrichor)
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# classic mode can get to victory from the beginning of the game
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to_victory = Entrance(self.player, "beating game", petrichor)
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petrichor.exits.append(to_victory)
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to_victory.connect(victory_region)
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connection = Entrance(self.player, "Lobby", menu)
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menu.exits.append(connection)
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connection.connect(petrichor)
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else:
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# explore mode
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create_regions(self.multiworld, self.player)
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create_events(self.multiworld, self.player)
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def fill_slot_data(self):
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return {
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"itemPickupStep": self.multiworld.item_pickup_step[self.player].value,
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"shrineUseStep": self.multiworld.shrine_use_step[self.player].value,
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"goal": self.multiworld.goal[self.player].value,
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"seed": "".join(self.multiworld.per_slot_randoms[self.player].choice(string.digits) for _ in range(16)),
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"totalLocations": self.multiworld.total_locations[self.player].value,
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"chestsPerStage": self.multiworld.chests_per_stage[self.player].value,
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"shrinesPerStage": self.multiworld.shrines_per_stage[self.player].value,
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"scavengersPerStage": self.multiworld.scavengers_per_stage[self.player].value,
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"scannerPerStage": self.multiworld.scanner_per_stage[self.player].value,
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"altarsPerStage": self.multiworld.altars_per_stage[self.player].value,
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"totalRevivals": self.multiworld.total_revivals[self.player].value,
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"startWithDio": self.multiworld.start_with_revive[self.player].value,
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"finalStageDeath": self.multiworld.final_stage_death[self.player].value,
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"deathLink": self.multiworld.death_link[self.player].value,
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}
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def create_item(self, name: str) -> Item:
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item_id = item_table[name]
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classification = ItemClassification.filler
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if name == "Dio's Best Friend":
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classification = ItemClassification.progression
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elif name in {"Legendary Item", "Boss Item"}:
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classification = ItemClassification.useful
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elif name == "Lunar Item":
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classification = ItemClassification.trap
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# Only check for an item to be a environment unlock if those are known to be in the pool.
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# This should shave down comparions.
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elif name in environment_ALL_table.keys():
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if name in {"Hidden Realm: Bulwark's Ambry", "Hidden Realm: Gilded Coast,"}:
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classification = ItemClassification.useful
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else:
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classification = ItemClassification.progression
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item = RiskOfRainItem(name, classification, item_id, self.player)
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return item
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def create_events(world: MultiWorld, player: int) -> None:
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total_locations = world.total_locations[player].value
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num_of_events = total_locations // 25
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if total_locations / 25 == num_of_events:
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num_of_events -= 1
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world_region = world.get_region("Petrichor V", player)
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if world.goal[player] == "classic":
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# only setup Pickups when using classic_mode
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for i in range(num_of_events):
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event_loc = RiskOfRainLocation(player, f"Pickup{(i + 1) * 25}", None, world_region)
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event_loc.place_locked_item(RiskOfRainItem(f"Pickup{(i + 1) * 25}", ItemClassification.progression, None, player))
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event_loc.access_rule = \
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lambda state, i=i: state.can_reach(f"ItemPickup{((i + 1) * 25) - 1}", "Location", player)
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world_region.locations.append(event_loc)
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elif world.goal[player] == "explore":
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for n in range(1, 6):
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event_region = world.get_region(f"OrderedStage_{n}", player)
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event_loc = RiskOfRainLocation(player, f"Stage_{n}", None, event_region)
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event_loc.place_locked_item(RiskOfRainItem(f"Stage_{n}", ItemClassification.progression, None, player))
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event_loc.show_in_spoiler = False
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event_region.locations.append(event_loc)
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victory_region = world.get_region("Victory", player)
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victory_event = RiskOfRainLocation(player, "Victory", None, victory_region)
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victory_event.place_locked_item(RiskOfRainItem("Victory", ItemClassification.progression, None, player))
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world_region.locations.append(victory_event)
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def create_region(world: MultiWorld, player: int, name: str, locations: Dict[str, int] = {}) -> Region:
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ret = Region(name, player, world)
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for location_name, location_id in locations.items():
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ret.locations.append(RiskOfRainLocation(player, location_name, location_id, ret))
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return ret
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