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								from typing import List, Dict, Any
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								from BaseClasses import Region, Tutorial
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								from worlds.AutoWorld import WebWorld, World
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								from .Items import CliqueItem, item_data_table, item_table
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								from .Locations import CliqueLocation, location_data_table, location_table, locked_locations
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								from .Options import CliqueOptions
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								from .Regions import region_data_table
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								from .Rules import get_button_rule
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								class CliqueWebWorld(WebWorld):
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								    theme = "partyTime"
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								    setup_en = Tutorial(
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								        tutorial_name="Start Guide",
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								        description="A guide to playing Clique.",
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								        language="English",
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								        file_name="guide_en.md",
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								        link="guide/en",
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								        authors=["Phar"]
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								    )
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								    setup_de = Tutorial(
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								        tutorial_name="Anleitung zum Anfangen",
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								        description="Eine Anleitung um Clique zu spielen.",
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								        language="Deutsch",
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								        file_name="guide_de.md",
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								        link="guide/de",
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								        authors=["Held_der_Zeit"]
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								    )
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								    tutorials = [setup_en, setup_de]
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								    game_info_languages = ["en", "de"]
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								class CliqueWorld(World):
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								    """The greatest game of all time."""
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								    game = "Clique"
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								    web = CliqueWebWorld()
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								    options: CliqueOptions
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								    options_dataclass = CliqueOptions
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								    location_name_to_id = location_table
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								    item_name_to_id = item_table
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								    def create_item(self, name: str) -> CliqueItem:
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								        return CliqueItem(name, item_data_table[name].type, item_data_table[name].code, self.player)
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								    def create_items(self) -> None:
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								        item_pool: List[CliqueItem] = []
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								        for name, item in item_data_table.items():
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								            if item.code and item.can_create(self):
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								                item_pool.append(self.create_item(name))
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								        self.multiworld.itempool += item_pool
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								    def create_regions(self) -> None:
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								        # Create regions.
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								        for region_name in region_data_table.keys():
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								            region = Region(region_name, self.player, self.multiworld)
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								            self.multiworld.regions.append(region)
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								        # Create locations.
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								        for region_name, region_data in region_data_table.items():
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								            region = self.get_region(region_name)
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								            region.add_locations({
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								                location_name: location_data.address for location_name, location_data in location_data_table.items()
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								                if location_data.region == region_name and location_data.can_create(self)
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								            }, CliqueLocation)
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								            region.add_exits(region_data_table[region_name].connecting_regions)
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								        # Place locked locations.
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								        for location_name, location_data in locked_locations.items():
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								            # Ignore locations we never created.
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								            if not location_data.can_create(self):
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								                continue
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								            locked_item = self.create_item(location_data_table[location_name].locked_item)
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								            self.get_location(location_name).place_locked_item(locked_item)
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								        # Set priority location for the Big Red Button!
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								        self.options.priority_locations.value.add("The Big Red Button")
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								    def get_filler_item_name(self) -> str:
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								        return "A Cool Filler Item (No Satisfaction Guaranteed)"
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								    def set_rules(self) -> None:
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								        button_rule = get_button_rule(self)
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								        self.get_location("The Big Red Button").access_rule = button_rule
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								        self.get_location("In the Player's Mind").access_rule = button_rule
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								        # Do not allow button activations on buttons.
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								        self.get_location("The Big Red Button").item_rule = lambda item: item.name != "Button Activation"
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								        # Completion condition.
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								        self.multiworld.completion_condition[self.player] = lambda state: state.has("The Urge to Push", self.player)
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								    def fill_slot_data(self) -> Dict[str, Any]:
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								        return {
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								            "color": self.options.color.current_key
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								        }
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