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								# Copyright (c) 2022 FelicitusNeko
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								#
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								# This software is released under the MIT License.
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								# https://opensource.org/licenses/MIT
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								from BaseClasses import Item, MultiWorld, Tutorial
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								from Fill import fill_restrictive
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								from .Items import item_table, item_groups, MeritousItem
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								from .Locations import location_table, MeritousLocation
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								from .Options import meritous_options, cost_scales
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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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								client_version = 1
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								class MeritousWeb(WebWorld):
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								    tutorials = [Tutorial(
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								        "Meritous Setup Tutorial",
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								        "A guide to setting up the Archipelago Meritous software on your computer.",
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								        "English",
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								        "setup_en.md",
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								        "setup/en",
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								        ["KewlioMZX"]
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								    )]
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								    theme = "ice"
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								    bug_report_page = "https://github.com/FelicitusNeko/meritous-ap/issues"
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								class MeritousWorld(World):
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								    """
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								        Meritous Gaiden is a procedurally generated bullet-hell dungeon crawl game.
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								        Five generations after the Orcus Dome incident, strange experiments conducted in a new
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								        structure on the moon are tearing at the very fabric of reality...
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								    """
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								    game: str = "Meritous"
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								    topology_present: False
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								    web = MeritousWeb()
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								    item_name_to_id = item_table
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								    location_name_to_id = location_table
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								    item_name_groups = item_groups
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								    data_version = 2
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								    # NOTE: Remember to change this before this game goes live
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								    required_client_version = (0, 2, 4)
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								    option_definitions = meritous_options
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								    def __init__(self, world: MultiWorld, player: int):
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								        super(MeritousWorld, self).__init__(world, player)
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								        self.goal = 0
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								        self.include_evolution_traps = False
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								        self.include_psi_keys = False
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								        self.item_cache_cost = 0
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								        self.death_link = False
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								    @staticmethod
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								    def _is_progression(name):
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								        return "PSI Key" in name or name in [
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								            "Cursed Seal", "Agate Knife", "Dodge Enhancer",
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								            "Shield Boost", "Metabolism", "Circuit Booster"
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								        ]
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								    def create_item(self, name: str) -> Item:
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								        return MeritousItem(name, self._is_progression(
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								            name), item_table[name], self.player)
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								    def create_event(self, event: str):
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								        event = MeritousItem(event, True, None, self.player)
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								        event.type = "Victory"
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								        return event
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								    def _create_item_in_quantities(self, name: str, qty: int) -> [Item]:
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								        return [self.create_item(name) for _ in range(0, qty)]
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								    def _make_crystals(self, qty: int) -> [MeritousItem]:
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								        crystal_pool = []
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								        for _ in range(0, qty):
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								            crystal_pool.append(self.create_filler())
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								        return crystal_pool
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								    def get_filler_item_name(self) -> str:
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								        rand_crystals = self.world.random.randrange(0, 32)
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								        if rand_crystals < 16:
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								            return "Crystals x500"
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								        elif rand_crystals < 28:
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								            return "Crystals x1000"
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								        else:
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								            return "Crystals x2000"
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								    def generate_early(self):
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								        self.goal = self.world.goal[self.player].value
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								        self.include_evolution_traps = self.world.include_evolution_traps[self.player].value
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								        self.include_psi_keys = self.world.include_psi_keys[self.player].value
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								        self.item_cache_cost = self.world.item_cache_cost[self.player].value
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								        self.death_link = self.world.death_link[self.player].value
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								    def create_regions(self):
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								        create_regions(self.world, self.player)
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								    def create_items(self):
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								        frequencies = [0, # Nothing [0]
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								                       25, 23, 22, # PSI Enhancements [1-3]
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								                       1, 1, 1, 1, 1, 1, 1, 1, 1, # Artifacts [4-12]
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								                       1, 1, 1, # PSI Keys [13-15]
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								                       0, 0, # Seal & Knife [16-17]
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								                       3] # Traps [18]
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								        location_count = len(location_table) - 2
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								        item_pool = []
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								        if not self.include_psi_keys:
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								            location_count -= 3
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								            for i in range(3):
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								                frequencies[i - 6] = 0
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								        if not self.include_evolution_traps:
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								            frequencies[-1] = 0
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								            location_count -= 3
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								        for i, name in enumerate(item_table):
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								            if i < len(frequencies):
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								                item_pool += self._create_item_in_quantities(
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								                    name, frequencies[i])
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								        if len(item_pool) < location_count:
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								            item_pool += self._make_crystals(location_count - len(item_pool))
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								        self.world.itempool += item_pool
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								    def set_rules(self):
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								        set_rules(self.world, self.player)
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								    def generate_basic(self):
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								        self.world.get_location("Place of Power", self.player).place_locked_item(
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								            self.create_item("Cursed Seal"))
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								        self.world.get_location("The Last Place You'll Look", self.player).place_locked_item(
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								            self.create_item("Agate Knife"))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        self.world.get_location("Wervyn Anixil", self.player).place_locked_item(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            self.create_event("Victory"))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        self.world.get_location("Wervyn Anixil?", self.player).place_locked_item(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            self.create_event("Full Victory"))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        for boss in ["Meridian", "Ataraxia", "Merodach"]:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            self.world.get_location(f"{boss} Defeat", self.player).place_locked_item(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                self.create_event(f"{boss} Defeated"))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if not self.include_psi_keys:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            psi_keys = []
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            psi_key_storage = []
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            for i in range(0, 3):
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                psi_keys += [self.create_item(f"PSI Key {i + 1}")]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                psi_key_storage += [self.world.get_location(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    f"PSI Key Storage {i + 1}", self.player)]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            fill_restrictive(self.world, self.world.get_all_state(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                False), psi_key_storage, psi_keys)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if not self.include_evolution_traps:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            for boss in ["Meridian", "Ataraxia", "Merodach"]:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                self.world.get_location(boss, self.player).place_locked_item(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    self.create_item("Evolution Trap"))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if self.goal == 0:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            self.world.completion_condition[self.player] = lambda state: state.has_any(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                ["Victory", "Full Victory"], self.player)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        else:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            self.world.completion_condition[self.player] = lambda state: state.has(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                "Full Victory", self.player)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    def fill_slot_data(self) -> dict:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        return {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "goal": self.goal,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "cost_scale": cost_scales[self.item_cache_cost],
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            "death_link": self.death_link
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 |