SA2B Style Improvements (#525)
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@@ -65,12 +65,12 @@ class SA2BWorld(World):
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return {
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"ModVersion": 100,
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"MusicMap": self.music_map,
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"MusicShuffle": self.world.MusicShuffle[self.player],
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"DeathLink": self.world.DeathLink[self.player],
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"IncludeMissions": self.world.IncludeMissions[self.player].value,
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"EmblemPercentageForCannonsCore": self.world.EmblemPercentageForCannonsCore[self.player].value,
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"NumberOfLevelGates": self.world.NumberOfLevelGates[self.player].value,
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"LevelGateDistribution": self.world.LevelGateDistribution[self.player],
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"MusicShuffle": self.world.music_shuffle[self.player].value,
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"DeathLink": self.world.death_link[self.player].value,
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"IncludeMissions": self.world.include_missions[self.player].value,
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"EmblemPercentageForCannonsCore": self.world.emblem_percentage_for_cannons_core[self.player].value,
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"NumberOfLevelGates": self.world.number_of_level_gates[self.player].value,
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"LevelGateDistribution": self.world.level_gate_distribution[self.player].value,
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"EmblemsForCannonsCore": self.emblems_for_cannons_core,
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"RegionEmblemMap": self.region_emblem_map,
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}
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@@ -90,7 +90,7 @@ class SA2BWorld(World):
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def get_levels_per_gate(self) -> list:
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levels_per_gate = list()
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max_gate_index = self.world.NumberOfLevelGates[self.player]
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max_gate_index = self.world.number_of_level_gates[self.player]
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average_level_count = 30 / (max_gate_index + 1)
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levels_added = 0
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@@ -103,8 +103,8 @@ class SA2BWorld(World):
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levels_added += 1
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additional_count_iterator += 1 if additional_count_iterator < max_gate_index else -max_gate_index
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if self.world.LevelGateDistribution[self.player] == 0 or self.world.LevelGateDistribution[self.player] == 2:
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early_distribution = self.world.LevelGateDistribution[self.player] == 0
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if self.world.level_gate_distribution[self.player] == 0 or self.world.level_gate_distribution[self.player] == 2:
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early_distribution = self.world.level_gate_distribution[self.player] == 0
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levels_to_distribute = 5
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gate_index_offset = 0
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while levels_to_distribute > 0:
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@@ -133,7 +133,7 @@ class SA2BWorld(World):
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total_required_locations = 31
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# Mission Locations
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total_required_locations *= self.world.IncludeMissions[self.player].value
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total_required_locations *= self.world.include_missions[self.player].value
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# Upgrades
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total_required_locations += 28
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@@ -147,7 +147,7 @@ class SA2BWorld(World):
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# itempool += [self.create_item(ItemName.emblem)] * total_emblem_count
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self.emblems_for_cannons_core = math.floor(
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total_emblem_count * (self.world.EmblemPercentageForCannonsCore[self.player].value / 100.0))
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total_emblem_count * (self.world.emblem_percentage_for_cannons_core[self.player].value / 100.0))
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shuffled_region_list = list(range(30))
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emblem_requirement_list = list()
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@@ -168,8 +168,8 @@ class SA2BWorld(World):
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total_levels_added += 1
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if levels_added_to_gate >= levels_per_gate[current_gate]:
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current_gate += 1
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if current_gate > self.world.NumberOfLevelGates[self.player].value:
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current_gate = self.world.NumberOfLevelGates[self.player].value
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if current_gate > self.world.number_of_level_gates[self.player].value:
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current_gate = self.world.number_of_level_gates[self.player].value
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else:
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current_gate_emblems = max(
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math.floor(total_emblem_count * math.pow(total_levels_added / 30.0, 2.0)), current_gate)
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@@ -186,12 +186,12 @@ class SA2BWorld(World):
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self.world.itempool += itempool
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if self.world.MusicShuffle[self.player] == "levels":
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if self.world.music_shuffle[self.player] == "levels":
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musiclist_o = list(range(0, 47))
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musiclist_s = musiclist_o.copy()
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self.world.random.shuffle(musiclist_s)
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self.music_map = dict(zip(musiclist_o, musiclist_s))
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elif self.world.MusicShuffle[self.player] == "full":
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elif self.world.music_shuffle[self.player] == "full":
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musiclist_o = list(range(0, 78))
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musiclist_s = musiclist_o.copy()
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self.world.random.shuffle(musiclist_s)
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