mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
Multiworld: clients will now be automatically be identified from the rom name and have their names and teams set by the host, meaning those need to be configured during seed gen
Player names will show up in spoiler log and hint tiles instead of player id MultiClient: autoreconnect to mw server
This commit is contained in:
117
BaseClasses.py
117
BaseClasses.py
@@ -11,6 +11,7 @@ class World(object):
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def __init__(self, players, shuffle, logic, mode, swords, difficulty, difficulty_adjustments, timer, progressive, goal, algorithm, accessibility, shuffle_ganon, retro, custom, customitemarray, hints):
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self.players = players
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self.teams = 1
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self.shuffle = shuffle.copy()
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self.logic = logic.copy()
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self.mode = mode.copy()
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@@ -58,6 +59,7 @@ class World(object):
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def set_player_attr(attr, val):
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self.__dict__.setdefault(attr, {})[player] = val
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set_player_attr('_region_cache', {})
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set_player_attr('player_names', [])
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set_player_attr('required_medallions', ['Ether', 'Quake'])
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set_player_attr('swamp_patch_required', False)
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set_player_attr('powder_patch_required', False)
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@@ -90,6 +92,12 @@ class World(object):
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set_player_attr('treasure_hunt_icon', 'Triforce Piece')
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set_player_attr('treasure_hunt_count', 0)
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def get_name_string_for_object(self, obj):
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return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_names(obj.player)})'
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def get_player_names(self, player):
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return ", ".join([name for i, name in enumerate(self.player_names[player]) if self.player_names[player].index(name) == i])
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def initialize_regions(self, regions=None):
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for region in regions if regions else self.regions:
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region.world = self
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@@ -211,6 +219,7 @@ class World(object):
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return [location for location in self.get_locations() if location.item is not None and location.item.name == item and location.item.player == player]
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def push_precollected(self, item):
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item.world = self
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if (item.smallkey and self.keyshuffle[item.player]) or (item.bigkey and self.bigkeyshuffle[item.player]):
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item.advancement = True
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self.precollected_items.append(item)
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@@ -223,6 +232,7 @@ class World(object):
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if location.can_fill(self.state, item, False):
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location.item = item
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item.location = location
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item.world = self
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if collect:
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self.state.collect(item, location.event, location)
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@@ -707,10 +717,7 @@ class Region(object):
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return str(self.__unicode__())
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def __unicode__(self):
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if self.world and self.world.players == 1:
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return self.name
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else:
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return '%s (Player %d)' % (self.name, self.player)
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return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
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class Entrance(object):
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@@ -746,11 +753,8 @@ class Entrance(object):
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return str(self.__unicode__())
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def __unicode__(self):
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if self.parent_region and self.parent_region.world and self.parent_region.world.players == 1:
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return self.name
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else:
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return '%s (Player %d)' % (self.name, self.player)
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world = self.parent_region.world if self.parent_region else None
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return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
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class Dungeon(object):
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@@ -787,10 +791,7 @@ class Dungeon(object):
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return str(self.__unicode__())
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def __unicode__(self):
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if self.world and self.world.players==1:
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return self.name
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else:
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return '%s (Player %d)' % (self.name, self.player)
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return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
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class Boss(object):
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def __init__(self, name, enemizer_name, defeat_rule, player):
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@@ -833,10 +834,8 @@ class Location(object):
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return str(self.__unicode__())
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def __unicode__(self):
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if self.parent_region and self.parent_region.world and self.parent_region.world.players == 1:
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return self.name
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else:
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return '%s (Player %d)' % (self.name, self.player)
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world = self.parent_region.world if self.parent_region and self.parent_region.world else None
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return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
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class Item(object):
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@@ -855,6 +854,7 @@ class Item(object):
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self.hint_text = hint_text
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self.code = code
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self.location = None
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self.world = None
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self.player = player
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@property
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@@ -881,10 +881,7 @@ class Item(object):
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return str(self.__unicode__())
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def __unicode__(self):
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if self.location and self.location.parent_region and self.location.parent_region.world and self.location.parent_region.world.players == 1:
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return self.name
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else:
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return '%s (Player %d)' % (self.name, self.player)
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return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
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# have 6 address that need to be filled
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@@ -957,6 +954,7 @@ class Spoiler(object):
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def __init__(self, world):
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self.world = world
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self.hashes = {}
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self.entrances = OrderedDict()
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self.medallions = {}
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self.playthrough = {}
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@@ -981,8 +979,8 @@ class Spoiler(object):
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self.medallions['Turtle Rock'] = self.world.required_medallions[1][1]
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else:
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for player in range(1, self.world.players + 1):
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self.medallions['Misery Mire (Player %d)' % player] = self.world.required_medallions[player][0]
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self.medallions['Turtle Rock (Player %d)' % player] = self.world.required_medallions[player][1]
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self.medallions[f'Misery Mire ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][0]
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self.medallions[f'Turtle Rock ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][1]
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self.startinventory = list(map(str, self.world.precollected_items))
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@@ -1075,7 +1073,8 @@ class Spoiler(object):
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'enemy_shuffle': self.world.enemy_shuffle,
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'enemy_health': self.world.enemy_health,
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'enemy_damage': self.world.enemy_damage,
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'players': self.world.players
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'players': self.world.players,
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'teams': self.world.teams
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}
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def to_json(self):
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@@ -1085,6 +1084,8 @@ class Spoiler(object):
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out.update(self.locations)
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out['Starting Inventory'] = self.startinventory
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out['Special'] = self.medallions
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if self.hashes:
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out['Hashes'] = {f"{self.world.player_names[player][team]} (Team {team+1})": hash for (player, team), hash in self.hashes.items()}
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if self.shops:
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out['Shops'] = self.shops
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out['playthrough'] = self.playthrough
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@@ -1098,42 +1099,44 @@ class Spoiler(object):
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self.parse_data()
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with open(filename, 'w') as outfile:
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outfile.write('ALttP Entrance Randomizer Version %s - Seed: %s\n\n' % (self.metadata['version'], self.world.seed))
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outfile.write('Players: %d\n' % self.world.players)
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outfile.write('Filling Algorithm: %s\n' % self.world.algorithm)
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outfile.write('Logic: %s\n' % self.metadata['logic'])
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outfile.write('Mode: %s\n' % self.metadata['mode'])
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outfile.write('Retro: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['retro'].items()})
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outfile.write('Swords: %s\n' % self.metadata['weapons'])
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outfile.write('Goal: %s\n' % self.metadata['goal'])
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outfile.write('Difficulty: %s\n' % self.metadata['item_pool'])
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outfile.write('Item Functionality: %s\n' % self.metadata['item_functionality'])
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outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'])
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outfile.write('Crystals required for GT: %s\n' % self.metadata['gt_crystals'])
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outfile.write('Crystals required for Ganon: %s\n' % self.metadata['ganon_crystals'])
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outfile.write('Pyramid hole pre-opened: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['open_pyramid'].items()})
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outfile.write('Accessibility: %s\n' % self.metadata['accessibility'])
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outfile.write('Map shuffle: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['mapshuffle'].items()})
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outfile.write('Compass shuffle: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['compassshuffle'].items()})
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outfile.write('Small Key shuffle: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['keyshuffle'].items()})
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outfile.write('Big Key shuffle: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['bigkeyshuffle'].items()})
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outfile.write('Boss shuffle: %s\n' % self.metadata['boss_shuffle'])
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outfile.write('Enemy shuffle: %s\n' % self.metadata['enemy_shuffle'])
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outfile.write('Enemy health: %s\n' % self.metadata['enemy_health'])
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outfile.write('Enemy damage: %s\n' % self.metadata['enemy_damage'])
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outfile.write('Hints: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['hints'].items()})
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outfile.write('Players: %d\n' % self.world.players)
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outfile.write('Teams: %d\n' % self.world.teams)
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for player in range(1, self.world.players + 1):
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if self.world.players > 1:
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outfile.write('\nPlayer %d: %s\n' % (player, self.world.get_player_names(player)))
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for team in range(self.world.teams):
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outfile.write('%s%s\n' % (f"Hash - {self.world.player_names[player][team]} (Team {team+1}): " if self.world.teams > 1 else 'Hash: ', self.hashes[player, team]))
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outfile.write('Logic: %s\n' % self.metadata['logic'][player])
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outfile.write('Mode: %s\n' % self.metadata['mode'][player])
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outfile.write('Retro: %s\n' % ('Yes' if self.metadata['retro'][player] else 'No'))
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outfile.write('Swords: %s\n' % self.metadata['weapons'][player])
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outfile.write('Goal: %s\n' % self.metadata['goal'][player])
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outfile.write('Difficulty: %s\n' % self.metadata['item_pool'][player])
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outfile.write('Item Functionality: %s\n' % self.metadata['item_functionality'][player])
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outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'][player])
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outfile.write('Crystals required for GT: %s\n' % self.metadata['gt_crystals'][player])
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outfile.write('Crystals required for Ganon: %s\n' % self.metadata['ganon_crystals'][player])
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outfile.write('Pyramid hole pre-opened: %s\n' % ('Yes' if self.metadata['open_pyramid'][player] else 'No'))
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outfile.write('Accessibility: %s\n' % self.metadata['accessibility'][player])
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outfile.write('Map shuffle: %s\n' % ('Yes' if self.metadata['mapshuffle'][player] else 'No'))
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outfile.write('Compass shuffle: %s\n' % ('Yes' if self.metadata['compassshuffle'][player] else 'No'))
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outfile.write('Small Key shuffle: %s\n' % ('Yes' if self.metadata['keyshuffle'][player] else 'No'))
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outfile.write('Big Key shuffle: %s\n' % ('Yes' if self.metadata['bigkeyshuffle'][player] else 'No'))
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outfile.write('Boss shuffle: %s\n' % self.metadata['boss_shuffle'][player])
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outfile.write('Enemy shuffle: %s\n' % self.metadata['enemy_shuffle'][player])
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outfile.write('Enemy health: %s\n' % self.metadata['enemy_health'][player])
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outfile.write('Enemy damage: %s\n' % self.metadata['enemy_damage'][player])
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outfile.write('Hints: %s\n' % ('Yes' if self.metadata['hints'][player] else 'No'))
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if self.entrances:
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outfile.write('\n\nEntrances:\n\n')
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outfile.write('\n'.join(['%s%s %s %s' % ('Player {0}: '.format(entry['player']) if self.world.players >1 else '', entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.entrances.values()]))
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outfile.write('\n\nMedallions\n')
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if self.world.players == 1:
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outfile.write('\nMisery Mire Medallion: %s' % (self.medallions['Misery Mire']))
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outfile.write('\nTurtle Rock Medallion: %s' % (self.medallions['Turtle Rock']))
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else:
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for player in range(1, self.world.players + 1):
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outfile.write('\nMisery Mire Medallion (Player %d): %s' % (player, self.medallions['Misery Mire (Player %d)' % player]))
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outfile.write('\nTurtle Rock Medallion (Player %d): %s' % (player, self.medallions['Turtle Rock (Player %d)' % player]))
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outfile.write('\n\nStarting Inventory:\n\n')
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outfile.write('\n'.join(self.startinventory))
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outfile.write('\n'.join(['%s%s %s %s' % (f'{self.world.get_player_names(entry["player"])}: ' if self.world.players > 1 else '', entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.entrances.values()]))
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outfile.write('\n\nMedallions:\n')
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for dungeon, medallion in self.medallions.items():
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outfile.write(f'\n{dungeon}: {medallion}')
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if self.startinventory:
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outfile.write('\n\nStarting Inventory:\n\n')
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outfile.write('\n'.join(self.startinventory))
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outfile.write('\n\nLocations:\n\n')
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outfile.write('\n'.join(['%s: %s' % (location, item) for grouping in self.locations.values() for (location, item) in grouping.items()]))
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outfile.write('\n\nShops:\n\n')
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