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								import string
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								from BaseClasses import Item, MultiWorld, Region, Location, Entrance, Tutorial, ItemClassification, RegionType
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								from .Items import item_table, item_pool, event_item_pairs
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								from .Locations import location_table
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								from .Regions import create_regions
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								from .Rules import set_rules
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								from ..AutoWorld import World, WebWorld
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								from .Options import spire_options
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								class SpireWeb(WebWorld):
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								    tutorials = [Tutorial(
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								        "Multiworld Setup Guide",
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								        "A guide to setting up Slay the Spire for Archipelago. "
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								        "This guide covers single-player, multiworld, and related software.",
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								        "English",
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								        "slay-the-spire_en.md",
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								        "slay-the-spire/en",
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								        ["Phar"]
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								    )]
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								class SpireWorld(World):
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								    options = spire_options
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								    game = "Slay the Spire"
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								    topology_present = False
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								    data_version = 1
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								    web = SpireWeb()
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								    item_name_to_id = {name: data.code for name, data in item_table.items()}
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								    location_name_to_id = location_table
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											2021-08-31 16:04:37 +02:00
										 
									 
								 
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								    forced_auto_forfeit = True
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								    def _get_slot_data(self):
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								        return {
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								            'seed': "".join(self.world.slot_seeds[self.player].choice(string.ascii_letters) for i in range(16)),
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								            'character': self.world.character[self.player],
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								            'ascension': self.world.ascension[self.player],
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								            'heart_run': self.world.heart_run[self.player]
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								        }
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								    def generate_basic(self):
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								        # Fill out our pool with our items from item_pool, assuming 1 item if not present in item_pool
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								        pool = []
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								        for name, data in item_table.items():
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								            if not data.event:
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								                for amount in range(item_pool.get(name, 1)):
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								                    item = SpireItem(name, self.player)
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								                    pool.append(item)
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								        self.world.itempool += pool
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								        # Pair up our event locations with our event items
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								        for event, item in event_item_pairs.items():
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								            event_item = SpireItem(item, self.player)
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								            self.world.get_location(event, self.player).place_locked_item(event_item)
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								        if self.world.logic[self.player] != 'no logic':
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								            self.world.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
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								    def set_rules(self):
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								        set_rules(self.world, self.player)
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								    def create_item(self, name: str) -> Item:
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								        return SpireItem(name, self.player)
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								    def create_regions(self):
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								        create_regions(self.world, self.player)
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								    def fill_slot_data(self) -> dict:
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								        slot_data = self._get_slot_data()
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								        for option_name in spire_options:
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								            option = getattr(self.world, option_name)[self.player]
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								            slot_data[option_name] = int(option.value)
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								        return slot_data
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								    def get_filler_item_name(self) -> str:
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								        return self.world.random.choice(["Card Draw", "Card Draw", "Card Draw", "Relic", "Relic"])
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								def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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								    ret = Region(name, RegionType.Generic, name, player)
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								    ret.world = world
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								    if locations:
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								        for location in locations:
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								            loc_id = location_table.get(location, 0)
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								            location = SpireLocation(player, location, loc_id, ret)
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								            ret.locations.append(location)
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								    if exits:
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								        for exit in exits:
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								            ret.exits.append(Entrance(player, exit, ret))
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								    return ret
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								class SpireLocation(Location):
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								    game: str = "Slay the Spire"
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								    def __init__(self, player: int, name: str, address=None, parent=None):
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								        super(SpireLocation, self).__init__(player, name, address, parent)
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								        if address is None:
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								            self.event = True
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								            self.locked = True
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								class SpireItem(Item):
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								    game = "Slay the Spire"
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								    def __init__(self, name, player: int = None):
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								        item_data = item_table[name]
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								        super(SpireItem, self).__init__(
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								            name,
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								            ItemClassification.progression if item_data.progression else ItemClassification.filler,
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								            item_data.code, player
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								        )
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