283 lines
16 KiB
Python
283 lines
16 KiB
Python
from __future__ import annotations
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import typing
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from typing import List, Optional
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from BaseClasses import CollectionState, Region, MultiWorld
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from Fill import fill_restrictive
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from .Bosses import BossFactory, Boss
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from .Items import item_factory
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from .Regions import lookup_boss_drops, key_drop_data
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from .Options import small_key_shuffle
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if typing.TYPE_CHECKING:
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from .SubClasses import ALttPLocation, ALttPItem
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from . import ALTTPWorld
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class Dungeon:
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def __init__(self, name: str, regions: List[Region], big_key: ALttPItem, small_keys: List[ALttPItem],
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dungeon_items: List[ALttPItem], player: int):
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self.name = name
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self.regions = regions
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self.big_key = big_key
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self.small_keys = small_keys
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self.dungeon_items = dungeon_items
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self.bosses = dict()
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self.player = player
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self.multiworld = None
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@property
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def boss(self) -> Optional[Boss]:
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return self.bosses.get(None, None)
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@boss.setter
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def boss(self, value: Optional[Boss]):
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self.bosses[None] = value
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@property
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def keys(self) -> List[ALttPItem]:
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return self.small_keys + ([self.big_key] if self.big_key else [])
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@property
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def all_items(self) -> List[ALttPItem]:
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return self.dungeon_items + self.keys
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def is_dungeon_item(self, item: ALttPItem) -> bool:
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return item.player == self.player and item.name in (dungeon_item.name for dungeon_item in self.all_items)
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def __eq__(self, other: Dungeon) -> bool:
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if not other:
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return False
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return self.name == other.name and self.player == other.player
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def __repr__(self):
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return self.__str__()
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def __str__(self):
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return self.multiworld.get_name_string_for_object(self) if self.multiworld \
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else f'{self.name} (Player {self.player})'
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def create_dungeons(world: "ALTTPWorld"):
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multiworld = world.multiworld
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player = world.player
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def make_dungeon(name, default_boss, dungeon_regions, big_key, small_keys, dungeon_items):
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dungeon = Dungeon(name, dungeon_regions, big_key,
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[] if multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal else small_keys,
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dungeon_items, player)
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for item in dungeon.all_items:
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item.dungeon = dungeon
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dungeon.boss = BossFactory(default_boss, player) if default_boss else None
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regions = []
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for region_name in dungeon.regions:
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region = multiworld.get_region(region_name, player)
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region.dungeon = dungeon
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regions.append(region)
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dungeon.multiworld = multiworld
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dungeon.regions = regions
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return dungeon
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ES = make_dungeon('Hyrule Castle', None, ['Hyrule Castle', 'Sewers', 'Sewer Drop', 'Sewers (Dark)', 'Sanctuary'],
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item_factory('Big Key (Hyrule Castle)', world),
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item_factory(['Small Key (Hyrule Castle)'] * 4, world),
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[item_factory('Map (Hyrule Castle)', world)])
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EP = make_dungeon('Eastern Palace', 'Armos Knights', ['Eastern Palace'],
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item_factory('Big Key (Eastern Palace)', world),
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item_factory(['Small Key (Eastern Palace)'] * 2, world),
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item_factory(['Map (Eastern Palace)', 'Compass (Eastern Palace)'], world))
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DP = make_dungeon('Desert Palace', 'Lanmolas',
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['Desert Palace North', 'Desert Palace Main (Inner)', 'Desert Palace Main (Outer)',
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'Desert Palace East'], item_factory('Big Key (Desert Palace)', world),
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item_factory(['Small Key (Desert Palace)'] * 4, world),
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item_factory(['Map (Desert Palace)', 'Compass (Desert Palace)'], world))
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ToH = make_dungeon('Tower of Hera', 'Moldorm',
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['Tower of Hera (Bottom)', 'Tower of Hera (Basement)', 'Tower of Hera (Top)'],
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item_factory('Big Key (Tower of Hera)', world),
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[item_factory('Small Key (Tower of Hera)', world)],
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item_factory(['Map (Tower of Hera)', 'Compass (Tower of Hera)'], world))
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PoD = make_dungeon('Palace of Darkness', 'Helmasaur King',
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['Palace of Darkness (Entrance)', 'Palace of Darkness (Center)',
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'Palace of Darkness (Big Key Chest)', 'Palace of Darkness (Bonk Section)',
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'Palace of Darkness (North)', 'Palace of Darkness (Maze)',
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'Palace of Darkness (Harmless Hellway)', 'Palace of Darkness (Final Section)'],
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item_factory('Big Key (Palace of Darkness)', world),
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item_factory(['Small Key (Palace of Darkness)'] * 6, world),
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item_factory(['Map (Palace of Darkness)', 'Compass (Palace of Darkness)'], world))
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TT = make_dungeon('Thieves Town', 'Blind', ['Thieves Town (Entrance)', 'Thieves Town (Deep)', 'Blind Fight'],
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item_factory('Big Key (Thieves Town)', world),
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item_factory(['Small Key (Thieves Town)'] * 3, world),
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item_factory(['Map (Thieves Town)', 'Compass (Thieves Town)'], world))
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SW = make_dungeon('Skull Woods', 'Mothula', ['Skull Woods Final Section (Entrance)', 'Skull Woods First Section',
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'Skull Woods Second Section', 'Skull Woods Second Section (Drop)',
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'Skull Woods Final Section (Mothula)',
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'Skull Woods First Section (Right)',
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'Skull Woods First Section (Left)', 'Skull Woods First Section (Top)'],
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item_factory('Big Key (Skull Woods)', world),
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item_factory(['Small Key (Skull Woods)'] * 5, world),
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item_factory(['Map (Skull Woods)', 'Compass (Skull Woods)'], world))
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SP = make_dungeon('Swamp Palace', 'Arrghus',
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['Swamp Palace (Entrance)', 'Swamp Palace (First Room)', 'Swamp Palace (Starting Area)',
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'Swamp Palace (West)', 'Swamp Palace (Center)', 'Swamp Palace (North)'],
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item_factory('Big Key (Swamp Palace)', world),
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item_factory(['Small Key (Swamp Palace)'] * 6, world),
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item_factory(['Map (Swamp Palace)', 'Compass (Swamp Palace)'], world))
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IP = make_dungeon('Ice Palace', 'Kholdstare',
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['Ice Palace (Entrance)', 'Ice Palace (Second Section)', 'Ice Palace (Main)', 'Ice Palace (East)',
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'Ice Palace (East Top)', 'Ice Palace (Kholdstare)'], item_factory('Big Key (Ice Palace)', world),
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item_factory(['Small Key (Ice Palace)'] * 6, world),
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item_factory(['Map (Ice Palace)', 'Compass (Ice Palace)'], world))
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MM = make_dungeon('Misery Mire', 'Vitreous',
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['Misery Mire (Entrance)', 'Misery Mire (Main)', 'Misery Mire (West)', 'Misery Mire (Final Area)',
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'Misery Mire (Vitreous)'], item_factory('Big Key (Misery Mire)', world),
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item_factory(['Small Key (Misery Mire)'] * 6, world),
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item_factory(['Map (Misery Mire)', 'Compass (Misery Mire)'], world))
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TR = make_dungeon('Turtle Rock', 'Trinexx',
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['Turtle Rock (Entrance)', 'Turtle Rock (First Section)', 'Turtle Rock (Chain Chomp Room)',
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'Turtle Rock (Pokey Room)',
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'Turtle Rock (Second Section)', 'Turtle Rock (Big Chest)', 'Turtle Rock (Crystaroller Room)',
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'Turtle Rock (Dark Room)', 'Turtle Rock (Eye Bridge)', 'Turtle Rock (Trinexx)'],
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item_factory('Big Key (Turtle Rock)', world),
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item_factory(['Small Key (Turtle Rock)'] * 6, world),
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item_factory(['Map (Turtle Rock)', 'Compass (Turtle Rock)'], world))
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if multiworld.mode[player] != 'inverted':
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AT = make_dungeon('Agahnims Tower', 'Agahnim', ['Agahnims Tower', 'Agahnim 1'], None,
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item_factory(['Small Key (Agahnims Tower)'] * 4, world), [])
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GT = make_dungeon('Ganons Tower', 'Agahnim2',
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['Ganons Tower (Entrance)', 'Ganons Tower (Tile Room)', 'Ganons Tower (Compass Room)',
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'Ganons Tower (Hookshot Room)', 'Ganons Tower (Map Room)', 'Ganons Tower (Firesnake Room)',
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'Ganons Tower (Teleport Room)', 'Ganons Tower (Bottom)', 'Ganons Tower (Top)',
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'Ganons Tower (Before Moldorm)', 'Ganons Tower (Moldorm)', 'Agahnim 2'],
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item_factory('Big Key (Ganons Tower)', world),
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item_factory(['Small Key (Ganons Tower)'] * 8, world),
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item_factory(['Map (Ganons Tower)', 'Compass (Ganons Tower)'], world))
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else:
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AT = make_dungeon('Inverted Agahnims Tower', 'Agahnim', ['Inverted Agahnims Tower', 'Agahnim 1'], None,
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item_factory(['Small Key (Agahnims Tower)'] * 4, world), [])
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GT = make_dungeon('Inverted Ganons Tower', 'Agahnim2',
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['Inverted Ganons Tower (Entrance)', 'Ganons Tower (Tile Room)',
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'Ganons Tower (Compass Room)', 'Ganons Tower (Hookshot Room)', 'Ganons Tower (Map Room)',
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'Ganons Tower (Firesnake Room)', 'Ganons Tower (Teleport Room)', 'Ganons Tower (Bottom)',
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'Ganons Tower (Top)', 'Ganons Tower (Before Moldorm)', 'Ganons Tower (Moldorm)',
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'Agahnim 2'], item_factory('Big Key (Ganons Tower)', world),
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item_factory(['Small Key (Ganons Tower)'] * 8, world),
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item_factory(['Map (Ganons Tower)', 'Compass (Ganons Tower)'], world))
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GT.bosses['bottom'] = BossFactory('Armos Knights', player)
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GT.bosses['middle'] = BossFactory('Lanmolas', player)
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GT.bosses['top'] = BossFactory('Moldorm', player)
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for dungeon in [ES, EP, DP, ToH, AT, PoD, TT, SW, SP, IP, MM, TR, GT]:
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world.dungeons[dungeon.name] = dungeon
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def get_dungeon_item_pool(multiworld: MultiWorld) -> typing.List[ALttPItem]:
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return [item
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for world in multiworld.get_game_worlds("A Link to the Past")
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for item in get_dungeon_item_pool_player(world)]
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def get_dungeon_item_pool_player(world) -> typing.List[ALttPItem]:
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return [item
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for dungeon in world.dungeons.values()
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for item in dungeon.all_items]
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def get_unfilled_dungeon_locations(multiworld: MultiWorld) -> typing.List[ALttPLocation]:
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return [location
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for world in multiworld.get_game_worlds("A Link to the Past")
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for dungeon in world.dungeons.values()
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for region in dungeon.regions
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for location in region.locations if not location.item]
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def fill_dungeons_restrictive(multiworld: MultiWorld):
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"""Places dungeon-native items into their dungeons, places nothing if everything is shuffled outside."""
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localized: set = set()
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dungeon_specific: set = set()
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for subworld in multiworld.get_game_worlds("A Link to the Past"):
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player = subworld.player
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if player not in multiworld.groups:
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localized |= {(player, item_name) for item_name in
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subworld.dungeon_local_item_names}
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dungeon_specific |= {(player, item_name) for item_name in
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subworld.dungeon_specific_item_names}
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if localized:
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in_dungeon_items = [item for item in get_dungeon_item_pool(multiworld) if (item.player, item.name) in localized]
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if in_dungeon_items:
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restricted_players = {player for player, restricted in multiworld.restrict_dungeon_item_on_boss.items() if
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restricted}
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locations: typing.List["ALttPLocation"] = [
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location for location in get_unfilled_dungeon_locations(multiworld)
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# filter boss
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if not (location.player in restricted_players and location.name in lookup_boss_drops)]
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if dungeon_specific:
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for location in locations:
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dungeon = location.parent_region.dungeon
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orig_rule = location.item_rule
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location.item_rule = lambda item, dungeon=dungeon, orig_rule=orig_rule: \
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(not (item.player, item.name) in dungeon_specific or item.dungeon is dungeon) and orig_rule(item)
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multiworld.random.shuffle(locations)
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# Dungeon-locked items have to be placed first, to not run out of spaces for dungeon-locked items
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# subsort in the order Big Key, Small Key, Other before placing dungeon items
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sort_order = {"BigKey": 3, "SmallKey": 2}
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in_dungeon_items.sort(
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key=lambda item: sort_order.get(item.type, 1) +
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(5 if (item.player, item.name) in dungeon_specific else 0))
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# Construct a partial all_state which contains only the items from get_pre_fill_items,
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# which aren't in_dungeon
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in_dungeon_player_ids = {item.player for item in in_dungeon_items}
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all_state_base = CollectionState(multiworld)
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for item in multiworld.itempool:
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multiworld.worlds[item.player].collect(all_state_base, item)
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pre_fill_items = []
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for player in in_dungeon_player_ids:
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pre_fill_items += multiworld.worlds[player].get_pre_fill_items()
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for item in in_dungeon_items:
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try:
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pre_fill_items.remove(item)
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except ValueError:
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# pre_fill_items should be a subset of in_dungeon_items, but just in case
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pass
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for item in pre_fill_items:
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multiworld.worlds[item.player].collect(all_state_base, item)
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all_state_base.sweep_for_events()
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# Remove completion condition so that minimal-accessibility worlds place keys properly
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for player in {item.player for item in in_dungeon_items}:
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if all_state_base.has("Triforce", player):
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all_state_base.remove(multiworld.worlds[player].create_item("Triforce"))
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for (player, key_drop_shuffle) in multiworld.key_drop_shuffle.items():
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if not key_drop_shuffle and player not in multiworld.groups:
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for key_loc in key_drop_data:
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key_data = key_drop_data[key_loc]
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all_state_base.remove(item_factory(key_data[3], multiworld.worlds[player]))
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loc = multiworld.get_location(key_loc, player)
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if loc in all_state_base.events:
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all_state_base.events.remove(loc)
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fill_restrictive(multiworld, all_state_base, locations, in_dungeon_items, True, True, allow_excluded=True,
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name="LttP Dungeon Items")
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dungeon_music_addresses = {'Eastern Palace - Prize': [0x1559A],
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'Desert Palace - Prize': [0x1559B, 0x1559C, 0x1559D, 0x1559E],
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'Tower of Hera - Prize': [0x155C5, 0x1107A, 0x10B8C],
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'Palace of Darkness - Prize': [0x155B8],
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'Swamp Palace - Prize': [0x155B7],
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'Thieves\' Town - Prize': [0x155C6],
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'Skull Woods - Prize': [0x155BA, 0x155BB, 0x155BC, 0x155BD, 0x15608, 0x15609, 0x1560A,
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0x1560B],
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'Ice Palace - Prize': [0x155BF],
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'Misery Mire - Prize': [0x155B9],
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'Turtle Rock - Prize': [0x155C7, 0x155A7, 0x155AA, 0x155AB]}
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