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										 |  |  |  | import string | 
					
						
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										 |  |  |  | from .Items import RiskOfRainItem, item_table, item_pool_weights | 
					
						
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										 |  |  |  | from .Locations import location_table, RiskOfRainLocation, base_location_table | 
					
						
							|  |  |  |  | from .Rules import set_rules | 
					
						
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										 |  |  |  | from BaseClasses import Region, RegionType, Entrance, Item, ItemClassification, MultiWorld, Tutorial | 
					
						
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										 |  |  |  | from .Options import ror2_options | 
					
						
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										 |  |  |  | from ..AutoWorld import World, WebWorld | 
					
						
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							|  |  |  |  | client_version = 1 | 
					
						
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										 |  |  |  | class RiskOfWeb(WebWorld): | 
					
						
							|  |  |  |  |     tutorials = [Tutorial( | 
					
						
							|  |  |  |  |         "Multiworld Setup Guide", | 
					
						
							|  |  |  |  |         "A guide to setting up the Risk of Rain 2 integration for Archipelago multiworld games.", | 
					
						
							|  |  |  |  |         "English", | 
					
						
							|  |  |  |  |         "setup_en.md", | 
					
						
							|  |  |  |  |         "setup/en", | 
					
						
							|  |  |  |  |         ["Ijwu"] | 
					
						
							|  |  |  |  |     )] | 
					
						
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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. | 
					
						
							|  |  |  |  |      Combine loot in surprising ways and master each character until you become the havoc you feared upon your | 
					
						
							|  |  |  |  |      first crash landing. | 
					
						
							|  |  |  |  |     """
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										 |  |  |  |     game: str = "Risk of Rain 2" | 
					
						
							|  |  |  |  |     options = ror2_options | 
					
						
							|  |  |  |  |     topology_present = False | 
					
						
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										 |  |  |  |     item_name_to_id = item_table | 
					
						
							|  |  |  |  |     location_name_to_id = location_table | 
					
						
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										 |  |  |  |     data_version = 3 | 
					
						
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										 |  |  |  |     forced_auto_forfeit = True | 
					
						
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										 |  |  |  |     web = RiskOfWeb() | 
					
						
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							|  |  |  |  |     def generate_basic(self): | 
					
						
							|  |  |  |  |         # shortcut for starting_inventory... The start_with_revive option lets you start with a Dio's Best Friend | 
					
						
							|  |  |  |  |         if self.world.start_with_revive[self.player].value: | 
					
						
							|  |  |  |  |             self.world.push_precollected(self.world.create_item("Dio's Best Friend", self.player)) | 
					
						
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										 |  |  |  |         # if presets are enabled generate junk_pool from the selected preset | 
					
						
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										 |  |  |  |         pool_option = self.world.item_weights[self.player].value | 
					
						
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										 |  |  |  |         if self.world.item_pool_presets[self.player].value: | 
					
						
							|  |  |  |  |             # generate chaos weights if the preset is chosen | 
					
						
							|  |  |  |  |             if pool_option == 5: | 
					
						
							|  |  |  |  |                 junk_pool = { | 
					
						
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										 |  |  |  |                     "Item Scrap, Green": self.world.random.randint(0, 80), | 
					
						
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										 |  |  |  |                     "Item Scrap, Red": self.world.random.randint(0, 45), | 
					
						
							|  |  |  |  |                     "Item Scrap, Yellow": self.world.random.randint(0, 30), | 
					
						
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										 |  |  |  |                     "Item Scrap, White": self.world.random.randint(0, 100), | 
					
						
							|  |  |  |  |                     "Common Item": self.world.random.randint(0, 100), | 
					
						
							|  |  |  |  |                     "Uncommon Item": self.world.random.randint(0, 70), | 
					
						
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										 |  |  |  |                     "Legendary Item": self.world.random.randint(0, 30), | 
					
						
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										 |  |  |  |                     "Boss Item": self.world.random.randint(0, 20), | 
					
						
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										 |  |  |  |                     "Lunar Item": self.world.random.randint(0, 60), | 
					
						
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										 |  |  |  |                     "Equipment": self.world.random.randint(0, 40) | 
					
						
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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.world.green_scrap[self.player].value, | 
					
						
							|  |  |  |  |                 "Item Scrap, Red": self.world.red_scrap[self.player].value, | 
					
						
							|  |  |  |  |                 "Item Scrap, Yellow": self.world.yellow_scrap[self.player].value, | 
					
						
							|  |  |  |  |                 "Item Scrap, White": self.world.white_scrap[self.player].value, | 
					
						
							|  |  |  |  |                 "Common Item": self.world.common_item[self.player].value, | 
					
						
							|  |  |  |  |                 "Uncommon Item": self.world.uncommon_item[self.player].value, | 
					
						
							|  |  |  |  |                 "Legendary Item": self.world.legendary_item[self.player].value, | 
					
						
							|  |  |  |  |                 "Boss Item": self.world.boss_item[self.player].value, | 
					
						
							|  |  |  |  |                 "Lunar Item": self.world.lunar_item[self.player].value, | 
					
						
							|  |  |  |  |                 "Equipment": self.world.equipment[self.player].value | 
					
						
							|  |  |  |  |             } | 
					
						
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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.world.enable_lunar[self.player]: | 
					
						
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										 |  |  |  |             if not pool_option == 4: | 
					
						
							|  |  |  |  |                 junk_pool.pop("Lunar Item") | 
					
						
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										 |  |  |  |         # Generate item pool | 
					
						
							|  |  |  |  |         itempool = [] | 
					
						
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							|  |  |  |  |         # Add revive items for the player | 
					
						
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										 |  |  |  |         itempool += ["Dio's Best Friend"] * int(self.world.total_revivals[self.player] / 100 * self.world.total_locations[self.player]) | 
					
						
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							|  |  |  |  |         # Fill remaining items with randomly generated junk | 
					
						
							|  |  |  |  |         itempool += self.world.random.choices(list(junk_pool.keys()), weights=list(junk_pool.values()), | 
					
						
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										 |  |  |  |                                               k=self.world.total_locations[self.player] - | 
					
						
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										 |  |  |  |                                                 int(self.world.total_revivals[self.player] / 100 * self.world.total_locations[self.player])) | 
					
						
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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.world.itempool += itempool | 
					
						
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							|  |  |  |  |     def set_rules(self): | 
					
						
							|  |  |  |  |         set_rules(self.world, self.player) | 
					
						
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							|  |  |  |  |     def create_regions(self): | 
					
						
							|  |  |  |  |         create_regions(self.world, self.player) | 
					
						
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										 |  |  |  |         create_events(self.world, self.player, int(self.world.total_locations[self.player])) | 
					
						
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							|  |  |  |  |     def fill_slot_data(self): | 
					
						
							|  |  |  |  |         return { | 
					
						
							|  |  |  |  |             "itemPickupStep": self.world.item_pickup_step[self.player].value, | 
					
						
							|  |  |  |  |             "seed": "".join(self.world.slot_seeds[self.player].choice(string.digits) for i in range(16)), | 
					
						
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										 |  |  |  |             "totalLocations": self.world.total_locations[self.player].value, | 
					
						
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										 |  |  |  |             "totalRevivals": self.world.total_revivals[self.player].value, | 
					
						
							|  |  |  |  |             "startWithDio": self.world.start_with_revive[self.player].value | 
					
						
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										 |  |  |  |         } | 
					
						
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							|  |  |  |  |     def create_item(self, name: str) -> Item: | 
					
						
							|  |  |  |  |         item_id = item_table[name] | 
					
						
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										 |  |  |  |         item = RiskOfRainItem(name, ItemClassification.filler, item_id, self.player) | 
					
						
							|  |  |  |  |         if name == 'Dio\'s Best Friend': | 
					
						
							|  |  |  |  |             item.classification = ItemClassification.progression | 
					
						
							|  |  |  |  |         elif name == 'Equipment': | 
					
						
							|  |  |  |  |             item.classification = ItemClassification.useful | 
					
						
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										 |  |  |  |         return item | 
					
						
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							|  |  |  |  | def create_events(world: MultiWorld, player: int, total_locations: int): | 
					
						
							|  |  |  |  |     num_of_events = total_locations // 25 | 
					
						
							|  |  |  |  |     if total_locations / 25 == num_of_events: | 
					
						
							|  |  |  |  |         num_of_events -= 1 | 
					
						
							|  |  |  |  |     for i in range(num_of_events): | 
					
						
							|  |  |  |  |         event_loc = RiskOfRainLocation(player, f"Pickup{(i + 1) * 25}", None, world.get_region('Petrichor V', player)) | 
					
						
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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(lambda state, i=i: state.can_reach(f"ItemPickup{((i + 1) * 25) - 1}", player)) | 
					
						
							|  |  |  |  |         world.get_region('Petrichor V', player).locations.append(event_loc) | 
					
						
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										 |  |  |  | # generate locations based on player setting | 
					
						
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										 |  |  |  | def create_regions(world, player: int): | 
					
						
							|  |  |  |  |     world.regions += [ | 
					
						
							|  |  |  |  |         create_region(world, player, 'Menu', None, ['Lobby']), | 
					
						
							|  |  |  |  |         create_region(world, player, 'Petrichor V', | 
					
						
							|  |  |  |  |                       [location for location in base_location_table] + | 
					
						
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										 |  |  |  |                       [f"ItemPickup{i}" for i in range(1, 1 + world.total_locations[player])]) | 
					
						
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										 |  |  |  |     ] | 
					
						
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							|  |  |  |  |     world.get_entrance("Lobby", player).connect(world.get_region("Petrichor V", player)) | 
					
						
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										 |  |  |  |     world.get_location("Victory", player).place_locked_item(RiskOfRainItem("Victory", ItemClassification.progression, | 
					
						
							|  |  |  |  |                                                                            None, player)) | 
					
						
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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 | 
					
						
							|  |  |  |  |     if locations: | 
					
						
							|  |  |  |  |         for location in locations: | 
					
						
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										 |  |  |  |             loc_id = location_table[location] | 
					
						
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										 |  |  |  |             location = RiskOfRainLocation(player, location, loc_id, ret) | 
					
						
							|  |  |  |  |             ret.locations.append(location) | 
					
						
							|  |  |  |  |     if exits: | 
					
						
							|  |  |  |  |         for exit in exits: | 
					
						
							|  |  |  |  |             ret.exits.append(Entrance(player, exit, ret)) | 
					
						
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							|  |  |  |  |     return ret |