improve Bosses.py
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										56
									
								
								Bosses.py
									
									
									
									
									
								
							
							
						
						
									
										56
									
								
								Bosses.py
									
									
									
									
									
								
							@@ -153,27 +153,33 @@ boss_table = {
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}
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					}
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def can_place_boss(world, player: int, boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
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					def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
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    if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and level == 'top':
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					    #blacklist approach
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        if boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]:
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					    if boss in {"Agahnim", "Agahnim2", "Ganon"}:
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        return False
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					        return False
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    if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and level == 'middle':
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					    if dungeon_name == 'Ganons Tower':
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        if boss in ["Blind"]:
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					        if level == 'top':
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					            if boss in {"Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"}:
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					                return False
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					        elif level == 'middle':
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					            if boss == "Blind":
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                return False
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					                return False
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    if dungeon_name == 'Tower of Hera' and boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]:
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					    elif dungeon_name == 'Tower of Hera':
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					        if boss in {"Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"}:
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            return False
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					            return False
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    if dungeon_name == 'Skull Woods' and boss in ["Trinexx"]:
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					    elif dungeon_name == 'Skull Woods' :
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					        if boss  == "Trinexx":
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            return False
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					            return False
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    if boss in ["Agahnim", "Agahnim2", "Ganon"]:
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        return False
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    return True
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					    return True
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def place_boss(world, player: int, boss: str, location: str, level: Optional[str]):
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					def place_boss(world, player: int, boss: str, location: str, level: Optional[str]):
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					    if location == 'Ganons Tower' and world.mode[player] == 'inverted':
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					        location = 'Inverted Ganons Tower'
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    logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
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					    logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
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    world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player)
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					    world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player)
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@@ -182,7 +188,6 @@ def place_bosses(world, player: int):
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    if world.boss_shuffle[player] == 'none':
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					    if world.boss_shuffle[player] == 'none':
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        return
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					        return
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    # Most to least restrictive order
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					    # Most to least restrictive order
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    if world.mode[player] != 'inverted':
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    boss_locations = [
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					    boss_locations = [
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        ['Ganons Tower', 'top'],
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					        ['Ganons Tower', 'top'],
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        ['Tower of Hera', None],
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					        ['Tower of Hera', None],
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@@ -198,27 +203,10 @@ def place_bosses(world, player: int):
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        ['Turtle Rock', None],
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					        ['Turtle Rock', None],
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        ['Ganons Tower', 'bottom'],
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					        ['Ganons Tower', 'bottom'],
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    ]
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					    ]
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    else:
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        boss_locations = [
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            ['Inverted Ganons Tower', 'top'],
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            ['Tower of Hera', None],
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            ['Skull Woods', None],
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            ['Inverted Ganons Tower', 'middle'],
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            ['Eastern Palace', None],
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            ['Desert Palace', None],
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            ['Palace of Darkness', None],
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            ['Swamp Palace', None],
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            ['Thieves Town', None],
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            ['Ice Palace', None],
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            ['Misery Mire', None],
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            ['Turtle Rock', None],
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            ['Inverted Ganons Tower', 'bottom'],
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        ]
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    all_bosses = sorted(boss_table.keys())  # sorted to be deterministic on older pythons
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					    all_bosses = sorted(boss_table.keys())  # sorted to be deterministic on older pythons
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    placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']]
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					    placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']]
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    anywhere_bosses = [boss for boss in placeable_bosses if all(
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        can_place_boss(world, player, boss, loc, level) for loc, level in boss_locations)]
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    if world.boss_shuffle[player] in ["basic", "normal"]:
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					    if world.boss_shuffle[player] in ["basic", "normal"]:
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        if world.boss_shuffle[player] == "basic":  # vanilla bosses shuffled
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					        if world.boss_shuffle[player] == "basic":  # vanilla bosses shuffled
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            bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
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					            bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
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@@ -228,8 +216,8 @@ def place_bosses(world, player: int):
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        logging.debug('Bosses chosen %s', bosses)
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					        logging.debug('Bosses chosen %s', bosses)
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        world.random.shuffle(bosses)
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					        world.random.shuffle(bosses)
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        for [loc, level] in boss_locations:
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					        for loc, level in boss_locations:
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            boss = next((b for b in bosses if can_place_boss(world, player, b, loc, level)), None)
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					            boss = next((b for b in bosses if can_place_boss(b, loc, level)), None)
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            if not boss:
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					            if not boss:
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                loc_text = loc + (' (' + level + ')' if level else '')
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					                loc_text = loc + (' (' + level + ')' if level else '')
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                raise FillError('Could not place boss for location %s' % loc_text)
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					                raise FillError('Could not place boss for location %s' % loc_text)
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@@ -237,10 +225,10 @@ def place_bosses(world, player: int):
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            place_boss(world, player, boss, loc, level)
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					            place_boss(world, player, boss, loc, level)
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    elif world.boss_shuffle[player] == "chaos":  # all bosses chosen at random
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					    elif world.boss_shuffle[player] == "chaos":  # all bosses chosen at random
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        for [loc, level] in boss_locations:
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					        for loc, level in boss_locations:
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            try:
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					            try:
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                boss = world.random.choice(
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					                boss = world.random.choice(
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                    [b for b in placeable_bosses if can_place_boss(world, player, b, loc, level)])
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					                    [b for b in placeable_bosses if can_place_boss(b, loc, level)])
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            except IndexError:
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					            except IndexError:
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                loc_text = loc + (' (' + level + ')' if level else '')
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					                loc_text = loc + (' (' + level + ')' if level else '')
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                raise FillError('Could not place boss for location %s' % loc_text)
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					                raise FillError('Could not place boss for location %s' % loc_text)
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@@ -252,14 +240,14 @@ def place_bosses(world, player: int):
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        remaining_boss_locations = []
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					        remaining_boss_locations = []
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        for loc, level in boss_locations:
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					        for loc, level in boss_locations:
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            # place that boss where it can go
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					            # place that boss where it can go
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            if can_place_boss(world, player, primary_boss, loc, level):
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					            if can_place_boss(primary_boss, loc, level):
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                place_boss(world, player, primary_boss, loc, level)
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					                place_boss(world, player, primary_boss, loc, level)
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            else:
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					            else:
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                remaining_boss_locations.append((loc, level))
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					                remaining_boss_locations.append((loc, level))
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        if remaining_boss_locations:
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					        if remaining_boss_locations:
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            # pick a boss to go into the remaining locations
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					            # pick a boss to go into the remaining locations
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            remaining_boss = world.random.choice([boss for boss in placeable_bosses if all(
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					            remaining_boss = world.random.choice([boss for boss in placeable_bosses if all(
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                can_place_boss(world, player, boss, loc, level) for loc, level in remaining_boss_locations)])
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					                can_place_boss(boss, loc, level) for loc, level in remaining_boss_locations)])
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            for loc, level in remaining_boss_locations:
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					            for loc, level in remaining_boss_locations:
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                place_boss(world, player, remaining_boss, loc, level)
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					                place_boss(world, player, remaining_boss, loc, level)
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    else:
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					    else:
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