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								import typing
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								import random
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								from .Locations import location_table, lookup_name_to_id as locations_lookup_name_to_id
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								from .Items import (createResourcePackName, item_table, progressive_table, progressive_item_list,
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								    lookup_name_to_item, resourcepack_items as resourcePackItems, lookup_name_to_id as items_lookup_name_to_id)
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								from .Regions import create_regions, getConnectionName
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								from .Rules import set_rules
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								from .Options import raft_options
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											2022-06-17 03:23:27 +02:00
										 
									 
								 
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								from BaseClasses import Region, RegionType, Entrance, Location, MultiWorld, Item, ItemClassification, Tutorial
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								from ..AutoWorld import World, WebWorld
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								class RaftWeb(WebWorld):
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								    tutorials = [Tutorial(
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								        "Multiworld Setup Guide",
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								        "A guide to setting up Raft integration for Archipelago multiworld games.",
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								        "English",
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								        "setup_en.md",
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								        "setup/en",
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								        ["SunnyBat", "Awareqwx"]
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								    )]
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								class RaftWorld(World):
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								    """
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								    Raft is a flooded world exploration game. You're stranded on a small raft in the middle of the
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								    ocean, and you must survive on trash floating by you on the top of the water and around/on any
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								    islands that you come across.
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								    """
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								    game: str = "Raft"
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								    web = RaftWeb()
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								    item_name_to_id = items_lookup_name_to_id.copy()
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								    lastItemId = max(filter(lambda val: val is not None, item_name_to_id.values()))
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								    location_name_to_id = locations_lookup_name_to_id
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								    options = raft_options
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								    data_version = 1
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								    required_client_version = (0, 2, 0)
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								    def generate_basic(self):
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								        minRPSpecified = self.world.minimum_resource_pack_amount[self.player].value
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								        maxRPSpecified = self.world.maximum_resource_pack_amount[self.player].value
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								        minimumResourcePackAmount = min(minRPSpecified, maxRPSpecified)
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								        maximumResourcePackAmount = max(minRPSpecified, maxRPSpecified)
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								        # Generate item pool
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								        pool = []
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								        for item in item_table:
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								            raft_item = self.create_item_replaceAsNecessary(item["name"])
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								            pool.append(raft_item)
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								        extraItemNamePool = []
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								        extras = len(location_table) - len(item_table) - 1 # Victory takes up 1 unaccounted-for slot
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								        if extras > 0:
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								            if (self.world.use_resource_packs[self.player].value):
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								                for packItem in resourcePackItems:
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								                    for i in range(minimumResourcePackAmount, maximumResourcePackAmount + 1):
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								                        extraItemNamePool.append(createResourcePackName(i, packItem))
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								            if self.world.duplicate_items[self.player].value != 0:
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								                dupeItemPool = item_table.copy()
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								                # Remove frequencies if necessary
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								                if self.world.island_frequency_locations[self.player].value != 3: # Not completely random locations
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								                    dupeItemPool = (itm for itm in dupeItemPool if "Frequency" not in itm["name"])
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								                # Remove progression or non-progression items if necessary
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								                if (self.world.duplicate_items[self.player].value == 1): # Progression only
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								                    dupeItemPool = (itm for itm in dupeItemPool if itm["progression"] == True)
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								                elif (self.world.duplicate_items[self.player].value == 2): # Non-progression only
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								                    dupeItemPool = (itm for itm in dupeItemPool if itm["progression"] == False)
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								                dupeItemPool = list(dupeItemPool)
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								                # Finally, add items as necessary
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								                if len(dupeItemPool) > 0:
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								                    for item in dupeItemPool:
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								                        extraItemNamePool.append(item["name"])
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								            if (len(extraItemNamePool) > 0):
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								                for randomItem in random.choices(extraItemNamePool, k=extras):
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								                    raft_item = self.create_item_replaceAsNecessary(randomItem)
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								                    pool.append(raft_item)
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								        self.world.itempool += pool
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								    def set_rules(self):
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								        set_rules(self.world, 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):
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								        slot_data = {}
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								        return slot_data
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								    def create_item_replaceAsNecessary(self, name: str) -> Item:
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								        isFrequency = "Frequency" in name
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								        shouldUseProgressive = ((isFrequency and self.world.island_frequency_locations[self.player].value == 2)
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								            or (not isFrequency and self.world.progressive_items[self.player].value))
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								        if shouldUseProgressive and name in progressive_table:
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								            name = progressive_table[name]
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								        return self.create_item(name)
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								    def create_item(self, name: str) -> Item:
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								        item = lookup_name_to_item[name]
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								        return RaftItem(name, ItemClassification.progression if item["progression"] else ItemClassification.filler,
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								                        self.item_name_to_id[name], player=self.player)
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								    def create_resourcePack(self, rpName: str) -> Item:
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								        return RaftItem(rpName, ItemClassification.filler, self.item_name_to_id[rpName], player=self.player)
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								    def collect_item(self, state, item, remove=False):
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								        if item.name in progressive_item_list:
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								            prog_table = progressive_item_list[item.name]
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								            if remove:
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								                for item_name in reversed(prog_table):
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								                    if state.has(item_name, item.player):
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								                        return item_name
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								            else:
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								                for item_name in prog_table:
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								                    if not state.has(item_name, item.player):
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								                        return item_name
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								        return super(RaftWorld, self).collect_item(state, item, remove)
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								    def pre_fill(self):
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								        if self.world.island_frequency_locations[self.player] == 0:
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								            self.setLocationItem("Radio Tower Frequency to Vasagatan", "Vasagatan Frequency")
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								            self.setLocationItem("Vasagatan Frequency to Balboa", "Balboa Island Frequency")
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								            self.setLocationItem("Relay Station quest", "Caravan Island Frequency")
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								            self.setLocationItem("Caravan Island Frequency to Tangaroa", "Tangaroa Frequency")
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								        elif self.world.island_frequency_locations[self.player] == 1:
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								            self.setLocationItemFromRegion("RadioTower", "Vasagatan Frequency")
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								            self.setLocationItemFromRegion("Vasagatan", "Balboa Island Frequency")
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								            self.setLocationItemFromRegion("BalboaIsland", "Caravan Island Frequency")
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								            self.setLocationItemFromRegion("CaravanIsland", "Tangaroa Frequency")
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								        # Victory item
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								        self.world.get_location("Tangaroa Next Frequency", self.player).place_locked_item(
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								            RaftItem("Victory", ItemClassification.progression, None, player=self.player))
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											2022-01-21 13:41:53 -08:00
										 
									 
								 
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								    def setLocationItem(self, location: str, itemName: str):
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								        itemToUse = next(filter(lambda itm: itm.name == itemName, self.world.itempool))
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								        self.world.itempool.remove(itemToUse)
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								        self.world.get_location(location, self.player).place_locked_item(itemToUse)
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								    def setLocationItemFromRegion(self, region: str, itemName: str):
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								        itemToUse = next(filter(lambda itm: itm.name == itemName, self.world.itempool))
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								        self.world.itempool.remove(itemToUse)
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								        location = random.choice(list(loc for loc in location_table if loc["region"] == region))
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								        self.world.get_location(location["name"], self.player).place_locked_item(itemToUse)
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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 = locations_lookup_name_to_id.get(location, 0)
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								            locationObj = RaftLocation(player, location, loc_id, ret)
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								            ret.locations.append(locationObj)
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								    if exits:
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								        for exit in exits:
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								            ret.exits.append(Entrance(player, getConnectionName(name, exit), ret))
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								    return ret
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								class RaftLocation(Location):
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								    game = "Raft"
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								class RaftItem(Item):
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								    game = "Raft"
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