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										 |  |  | from BaseClasses import MultiWorld | 
					
						
							|  |  |  | from ..AutoWorld import LogicMixin | 
					
						
							|  |  |  | from ..generic.Rules import set_rule | 
					
						
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							|  |  |  | class RiskOfRainLogic(LogicMixin): | 
					
						
							|  |  |  |     def _ror_has_items(self, player: int, amount: int) -> bool: | 
					
						
							|  |  |  |         count: int = self.item_count("Common Item", player) + self.item_count("Uncommon Item", player) + \ | 
					
						
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										 |  |  |                      self.item_count("Legendary Item", player) + self.item_count("Boss Item", player) + \ | 
					
						
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										 |  |  |                      self.item_count("Lunar Item", player) + self.item_count("Equipment", player) + \ | 
					
						
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										 |  |  |                      self.item_count("Dio's Best Friend", player) + self.item_count("Item Scrap, White", player) + \ | 
					
						
							|  |  |  |                      self.item_count("Item Scrap, Green", player) + self.item_count("Item Scrap, Red", player) + \ | 
					
						
							|  |  |  |                      self.item_count("Item Scrap, Yellow", player) | 
					
						
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										 |  |  |         return count >= amount | 
					
						
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							|  |  |  | def set_rules(world: MultiWorld, player: int): | 
					
						
							|  |  |  |     # divide by 5 since 5 levels (then commencement) | 
					
						
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										 |  |  |     items_per_level = max(int(world.total_locations[player] / 5 / (world.item_pickup_step[player]+1)), 1) | 
					
						
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										 |  |  |     # lock item pickup access based on level completion | 
					
						
							|  |  |  |     for i in range(1, items_per_level): | 
					
						
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										 |  |  |         set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: True) | 
					
						
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										 |  |  |     for i in range(items_per_level, 2*items_per_level): | 
					
						
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										 |  |  |         set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level One", player)) | 
					
						
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										 |  |  |     for i in range(2*items_per_level, 3*items_per_level): | 
					
						
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										 |  |  |         set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level Two", player)) | 
					
						
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										 |  |  |     for i in range(3*items_per_level, 4*items_per_level): | 
					
						
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										 |  |  |         set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level Three", player)) | 
					
						
							|  |  |  |     for i in range(4*items_per_level, world.total_locations[player] + 1): | 
					
						
							|  |  |  |         set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level Four", player)) | 
					
						
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							|  |  |  |     # require items to beat each stage | 
					
						
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										 |  |  |     set_rule(world.get_location("Level Two", player), | 
					
						
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										 |  |  |              lambda state: state.has("Beat Level One", player) and state._ror_has_items(player, items_per_level)) | 
					
						
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										 |  |  |     set_rule(world.get_location("Level Three", player), | 
					
						
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										 |  |  |              lambda state: state._ror_has_items(player, 2 * items_per_level) and state.has("Beat Level Two", player)) | 
					
						
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										 |  |  |     set_rule(world.get_location("Level Four", player), | 
					
						
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										 |  |  |              lambda state: state._ror_has_items(player, 3 * items_per_level) and state.has("Beat Level Three", player)) | 
					
						
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										 |  |  |     set_rule(world.get_location("Level Five", player), | 
					
						
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										 |  |  |              lambda state: state._ror_has_items(player, 4 * items_per_level) and state.has("Beat Level Four", player)) | 
					
						
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										 |  |  |     set_rule(world.get_location("Victory", player), | 
					
						
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										 |  |  |              lambda state: state._ror_has_items(player, 5 * items_per_level) and state.has("Beat Level Five", player)) | 
					
						
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							|  |  |  |     world.completion_condition[player] = lambda state: state.has("Victory", player) |