212 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			212 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
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								import logging
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								from BaseClasses import Item, ItemClassification
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								from .data import iname
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								from .locations import BASE_ID
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								from .options import IronMaidenBehavior
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								from typing import TYPE_CHECKING, Dict, NamedTuple, Optional
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								from collections import Counter
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								if TYPE_CHECKING:
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								    from . import CVCotMWorld
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								class CVCotMItem(Item):
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								    game: str = "Castlevania - Circle of the Moon"
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								class CVCotMItemData(NamedTuple):
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								    code: Optional[int]
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								    text_id: Optional[bytes]
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								    default_classification: ItemClassification
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								    tutorial_id: Optional[bytes] = None
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								# "code" = The unique part of the Item's AP code attribute, as well as the value to call the in-game "prepare item
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								#          textbox" function with to give the Item in-game. Add this + base_id to get the actual AP code.
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								# "text_id" = The textbox ID for the vanilla message for receiving the Item. Used when receiving an Item through the
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								#             client that was not sent by a different player.
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								# "default_classification" = The AP Item Classification that gets assigned to instances of that Item in create_item
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								#                            by default, unless I deliberately override it (as is the case for the Cleansing on the
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								#                            Ignore Cleansing option).
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								# "tutorial_id" = The textbox ID for the item's tutorial. Used by the client if tutorials are not skipped.
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								cvcotm_item_info: Dict[str, CVCotMItemData] = {
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								    iname.heart_max:      CVCotMItemData(0xE400, b"\x57\x81", ItemClassification.filler),
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								    iname.hp_max:         CVCotMItemData(0xE401, b"\x55\x81", ItemClassification.filler),
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								    iname.mp_max:         CVCotMItemData(0xE402, b"\x56\x81", ItemClassification.filler),
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								    iname.salamander:     CVCotMItemData(0xE600, b"\x1E\x82", ItemClassification.useful),
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								    iname.serpent:        CVCotMItemData(0xE601, b"\x1F\x82", ItemClassification.useful |
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								                                         ItemClassification.progression),
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								    iname.mandragora:     CVCotMItemData(0xE602, b"\x20\x82", ItemClassification.useful),
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								    iname.golem:          CVCotMItemData(0xE603, b"\x21\x82", ItemClassification.useful),
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								    iname.cockatrice:     CVCotMItemData(0xE604, b"\x22\x82", ItemClassification.useful |
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								                                         ItemClassification.progression),
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								    iname.manticore:      CVCotMItemData(0xE605, b"\x23\x82", ItemClassification.useful),
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								    iname.griffin:        CVCotMItemData(0xE606, b"\x24\x82", ItemClassification.useful),
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								    iname.thunderbird:    CVCotMItemData(0xE607, b"\x25\x82", ItemClassification.useful),
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								    iname.unicorn:        CVCotMItemData(0xE608, b"\x26\x82", ItemClassification.useful),
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								    iname.black_dog:      CVCotMItemData(0xE609, b"\x27\x82", ItemClassification.useful),
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								    iname.mercury:        CVCotMItemData(0xE60A, b"\x28\x82", ItemClassification.useful |
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								                                         ItemClassification.progression),
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								    iname.venus:          CVCotMItemData(0xE60B, b"\x29\x82", ItemClassification.useful),
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								    iname.jupiter:        CVCotMItemData(0xE60C, b"\x2A\x82", ItemClassification.useful),
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								    iname.mars:           CVCotMItemData(0xE60D, b"\x2B\x82", ItemClassification.useful |
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								                                         ItemClassification.progression),
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								    iname.diana:          CVCotMItemData(0xE60E, b"\x2C\x82", ItemClassification.useful),
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								    iname.apollo:         CVCotMItemData(0xE60F, b"\x2D\x82", ItemClassification.useful),
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								    iname.neptune:        CVCotMItemData(0xE610, b"\x2E\x82", ItemClassification.useful),
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								    iname.saturn:         CVCotMItemData(0xE611, b"\x2F\x82", ItemClassification.useful),
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								    iname.uranus:         CVCotMItemData(0xE612, b"\x30\x82", ItemClassification.useful),
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								    iname.pluto:          CVCotMItemData(0xE613, b"\x31\x82", ItemClassification.useful),
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								    # Dash Boots
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								    iname.double:         CVCotMItemData(0xE801, b"\x59\x81", ItemClassification.useful |
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								                                         ItemClassification.progression, b"\xF4\x84"),
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								    iname.tackle:         CVCotMItemData(0xE802, b"\x5A\x81", ItemClassification.progression, b"\xF5\x84"),
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								    iname.kick_boots:     CVCotMItemData(0xE803, b"\x5B\x81", ItemClassification.progression, b"\xF6\x84"),
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								    iname.heavy_ring:     CVCotMItemData(0xE804, b"\x5C\x81", ItemClassification.progression, b"\xF7\x84"),
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								    # Map
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								    iname.cleansing:      CVCotMItemData(0xE806, b"\x5D\x81", ItemClassification.progression, b"\xF8\x84"),
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								    iname.roc_wing:       CVCotMItemData(0xE807, b"\x5E\x81", ItemClassification.useful |
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								                                         ItemClassification.progression, b"\xF9\x84"),
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								    iname.last_key:       CVCotMItemData(0xE808, b"\x5F\x81", ItemClassification.progression_skip_balancing,
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								                                         b"\xFA\x84"),
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								    iname.ironmaidens:    CVCotMItemData(0xE809, b"\xF1\x84", ItemClassification.progression),
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								    iname.dracula:        CVCotMItemData(None, None, ItemClassification.progression),
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								    iname.shinning_armor: CVCotMItemData(None, None, ItemClassification.progression),
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								}
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								ACTION_CARDS = {iname.mercury, iname.venus, iname.jupiter, iname.mars, iname.diana, iname.apollo, iname.neptune,
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								                iname.saturn, iname.uranus, iname.pluto}
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								ATTRIBUTE_CARDS = {iname.salamander, iname.serpent, iname.mandragora, iname.golem, iname.cockatrice, iname.griffin,
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								                   iname.manticore, iname.thunderbird, iname.unicorn, iname.black_dog}
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								FREEZE_ACTIONS = [iname.mercury, iname.mars]
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								FREEZE_ATTRS = [iname.serpent, iname.cockatrice]
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								FILLER_ITEM_NAMES = [iname.heart_max, iname.hp_max, iname.mp_max]
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								MAJORS_CLASSIFICATIONS = ItemClassification.progression | ItemClassification.useful
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								def get_item_names_to_ids() -> Dict[str, int]:
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								    return {name: cvcotm_item_info[name].code + BASE_ID for name in cvcotm_item_info
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								            if cvcotm_item_info[name].code is not None}
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								def get_item_counts(world: "CVCotMWorld") -> Dict[ItemClassification, Dict[str, int]]:
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								    item_counts: Dict[ItemClassification, Counter[str, int]] = {
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								        ItemClassification.progression: Counter(),
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								        ItemClassification.progression_skip_balancing: Counter(),
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								        ItemClassification.useful | ItemClassification.progression: Counter(),
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								        ItemClassification.useful: Counter(),
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								        ItemClassification.filler: Counter(),
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								    }
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								    total_items = 0
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								    # Items to be skipped over in the main Item creation loop.
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								    excluded_items = [iname.hp_max, iname.mp_max, iname.heart_max, iname.last_key]
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								    # If Halve DSS Cards Placed is on, determine which cards we will exclude here.
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								    if world.options.halve_dss_cards_placed:
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								        excluded_cards = list(ACTION_CARDS.union(ATTRIBUTE_CARDS))
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								        has_freeze_action = False
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								        has_freeze_attr = False
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								        start_card_cap = 8
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								        # Get out all cards from start_inventory_from_pool that the player isn't starting with 0 of.
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								        start_cards = [item for item in world.options.start_inventory_from_pool.value if "Card" in item]
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								        # Check for ice/stone cards that are in the player's starting cards. Increase the starting card capacity by 1
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								        # for each card type satisfied.
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								        for card in start_cards:
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								            if card in FREEZE_ACTIONS and not has_freeze_action:
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								                has_freeze_action = True
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								                start_card_cap += 1
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								            if card in FREEZE_ATTRS and not has_freeze_attr:
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								                has_freeze_attr = True
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								                start_card_cap += 1
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								        # If we are over our starting card capacity, some starting cards will need to be removed...
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								        if len(start_cards) > start_card_cap:
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								            # Ice/stone cards will be kept no matter what. As for the others, put them in a list of possible candidates
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								            # to remove.
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								            kept_start_cards = []
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								            removal_candidates = []
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								            for card in start_cards:
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								                if card in FREEZE_ACTIONS + FREEZE_ATTRS:
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								                    kept_start_cards.append(card)
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								                else:
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								                    removal_candidates.append(card)
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								            # Add a random sample of the removal candidate cards to our kept cards list.
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								            kept_start_cards += world.random.sample(removal_candidates, start_card_cap - len(kept_start_cards))
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								            # Make a list of the cards we are not keeping.
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								            removed_start_cards = [card for card in removal_candidates if card not in kept_start_cards]
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								            # Remove the cards we're not keeping from start_inventory_from_pool.
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								            for card in removed_start_cards:
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								                del world.options.start_inventory_from_pool.value[card]
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								            logging.warning(f"[{world.player_name}] Too many DSS Cards in "
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								                            f"Start Inventory from Pool to satisfy the Halve DSS Cards Placed option. The following "
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								                            f"{len(removed_start_cards)} card(s) were removed: {removed_start_cards}")
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								            start_cards = kept_start_cards
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								        # Remove the starting cards from the excluded cards.
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								        for card in ACTION_CARDS.union(ATTRIBUTE_CARDS):
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								            if card in start_cards:
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								                excluded_cards.remove(card)
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								        # Remove a valid ice/stone action and/or attribute card if the player isn't starting with one.
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								        if not has_freeze_action:
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								            excluded_cards.remove(world.random.choice(FREEZE_ACTIONS))
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								        if not has_freeze_attr:
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								            excluded_cards.remove(world.random.choice(FREEZE_ATTRS))
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								        # Remove 10 random cards from the exclusions.
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								        excluded_items += world.random.sample(excluded_cards, 10)
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								    # Exclude the Maiden Detonator from creation if the maidens start broken.
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								    if world.options.iron_maiden_behavior == IronMaidenBehavior.option_start_broken:
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								        excluded_items += [iname.ironmaidens]
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								    # Add one of each Item to the pool that is not filler or progression skip balancing.
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								    for item in cvcotm_item_info:
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								        classification = cvcotm_item_info[item].default_classification
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								        code = cvcotm_item_info[item].code
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								        # Skip event Items and Items that are excluded from creation.
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								        if code is None or item in excluded_items:
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								            continue
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								        # Classify the Cleansing as Useful instead of Progression if Ignore Cleansing is on.
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								        if item == iname.cleansing and world.options.ignore_cleansing:
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								            classification = ItemClassification.useful
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								        # Classify the Kick Boots as Progression + Useful if Nerf Roc Wing is on.
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								        if item == iname.kick_boots and world.options.nerf_roc_wing:
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								            classification |= ItemClassification.useful
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								        item_counts[classification][item] = 1
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								        total_items += 1
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								    # Add the total Last Keys if no skirmishes are required (meaning they're not forced anywhere).
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								    if not world.options.required_skirmishes:
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								        item_counts[ItemClassification.progression_skip_balancing][iname.last_key] = \
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								            world.options.available_last_keys.value
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								        total_items += world.options.available_last_keys.value
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								    # Add filler items at random until the total Items = the total Locations.
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								    while total_items < len(world.multiworld.get_unfilled_locations(world.player)):
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								        filler_to_add = world.random.choice(FILLER_ITEM_NAMES)
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								        item_counts[ItemClassification.filler][filler_to_add] += 1
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								        total_items += 1
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								    return item_counts
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