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https://github.com/MarioSpore/Grinch-AP.git
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Add SMZ3 support (#270)
This commit is contained in:
438
worlds/smz3/__init__.py
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438
worlds/smz3/__init__.py
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import logging
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import copy
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import os
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import random
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import threading
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import Patch
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from typing import Dict, Set, TextIO
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from BaseClasses import Region, Entrance, Location, MultiWorld, Item, RegionType, CollectionState
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from worlds.generic.Rules import add_rule, set_rule
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import worlds.smz3.TotalSMZ3.Item as TotalSMZ3Item
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from worlds.smz3.TotalSMZ3.World import World as TotalSMZ3World
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from worlds.smz3.TotalSMZ3.Config import Config, GameMode, GanonInvincible, Goal, KeyShuffle, MorphLocation, SMLogic, SwordLocation, Z3Logic
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from worlds.smz3.TotalSMZ3.Location import LocationType, locations_start_id, Location as TotalSMZ3Location
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from worlds.smz3.TotalSMZ3.Patch import Patch as TotalSMZ3Patch, getWord, getWordArray
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from ..AutoWorld import World, AutoLogicRegister
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from .Rom import get_base_rom_bytes
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from .ips import IPS_Patch
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from .Options import smz3_options
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world_folder = os.path.dirname(__file__)
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logger = logging.getLogger("SMZ3")
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class SMCollectionState(metaclass=AutoLogicRegister):
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def init_mixin(self, parent: MultiWorld):
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# for unit tests where MultiWorld is instantiated before worlds
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if hasattr(parent, "state"):
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self.smz3state = {player: TotalSMZ3Item.Progression([]) for player in parent.get_game_players("SMZ3")}
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else:
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self.smz3state = {}
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def copy_mixin(self, ret) -> CollectionState:
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ret.smz3state = {player: copy.deepcopy(self.smz3state[player]) for player in self.world.get_game_players("SMZ3")}
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return ret
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class SMZ3World(World):
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"""
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A python port of Super Metroid & A Link To The Past Crossover Item Randomizer based on v11.2 of Total's SMZ3.
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This is allowed as long as we keep features and logic as close as possible as the original.
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"""
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game: str = "SMZ3"
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topology_present = False
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data_version = 0
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options = smz3_options
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item_names: Set[str] = frozenset(TotalSMZ3Item.lookup_name_to_id)
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location_names: Set[str]
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item_name_to_id = TotalSMZ3Item.lookup_name_to_id
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location_name_to_id: Dict[str, int] = {key : locations_start_id + value.Id for key, value in TotalSMZ3World(Config({}), "", 0, "").locationLookup.items()}
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remote_items: bool = False
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remote_start_inventory: bool = False
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def __init__(self, world: MultiWorld, player: int):
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self.rom_name_available_event = threading.Event()
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self.locations = {}
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self.unreachable = []
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super().__init__(world, player)
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def generate_early(self):
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config = Config({})
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config.GameMode = GameMode.Multiworld
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config.Z3Logic = Z3Logic.Normal
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config.SMLogic = SMLogic(self.world.sm_logic[self.player].value)
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config.SwordLocation = SwordLocation(self.world.sword_location[self.player].value)
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config.MorphLocation = MorphLocation(self.world.morph_location[self.player].value)
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config.Goal = Goal.DefeatBoth
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config.KeyShuffle = KeyShuffle(self.world.key_shuffle[self.player].value)
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config.Keysanity = config.KeyShuffle != KeyShuffle.Null
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config.GanonInvincible = GanonInvincible.BeforeCrystals
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self.local_random = random.Random(self.world.random.randint(0, 1000))
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self.smz3World = TotalSMZ3World(config, self.world.get_player_name(self.player), self.player, self.world.seed_name)
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self.smz3DungeonItems = []
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SMZ3World.location_names = frozenset(self.smz3World.locationLookup.keys())
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self.world.state.smz3state[self.player] = TotalSMZ3Item.Progression([])
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def generate_basic(self):
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self.smz3World.Setup(self.world.random)
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self.dungeon = TotalSMZ3Item.Item.CreateDungeonPool(self.smz3World)
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self.dungeon.reverse()
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self.progression = TotalSMZ3Item.Item.CreateProgressionPool(self.smz3World)
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self.keyCardsItems = TotalSMZ3Item.Item.CreateKeycards(self.smz3World)
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niceItems = TotalSMZ3Item.Item.CreateNicePool(self.smz3World)
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junkItems = TotalSMZ3Item.Item.CreateJunkPool(self.smz3World)
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allJunkItems = niceItems + junkItems
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if (self.smz3World.Config.Keysanity):
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progressionItems = self.progression + self.dungeon + self.keyCardsItems
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else:
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progressionItems = self.progression
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for item in self.keyCardsItems:
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self.world.push_precollected(SMZ3Item(item.Type.name, False, item.Type, self.item_name_to_id[item.Type.name], self.player, item))
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itemPool = [SMZ3Item(item.Type.name, True, item.Type, self.item_name_to_id[item.Type.name], self.player, item) for item in progressionItems] + \
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[SMZ3Item(item.Type.name, False, item.Type, self.item_name_to_id[item.Type.name], self.player, item) for item in allJunkItems]
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self.smz3DungeonItems = [SMZ3Item(item.Type.name, True, item.Type, self.item_name_to_id[item.Type.name], self.player, item) for item in self.dungeon]
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self.world.itempool += itemPool
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def set_rules(self):
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# SM G4 is logically required to access Ganon's Tower in SMZ3
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self.world.completion_condition[self.player] = lambda state: \
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self.smz3World.GetRegion("Ganon's Tower").CanEnter(state.smz3state[self.player]) and \
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self.smz3World.GetRegion("Ganon's Tower").TowerAscend(state.smz3state[self.player])
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for region in self.smz3World.Regions:
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entrance = self.world.get_entrance('Menu' + "->" + region.Name, self.player)
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set_rule(entrance, lambda state, region=region: region.CanEnter(state.smz3state[self.player]))
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for loc in region.Locations:
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l = self.locations[loc.Name]
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if self.world.accessibility[self.player] != 'locations':
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l.always_allow = lambda state, item, loc=loc: \
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item.game == "SMZ3" and \
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loc.alwaysAllow(TotalSMZ3Item.Item(TotalSMZ3Item.ItemType[item.name], self.smz3World), state.smz3state[self.player])
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old_rule = l.item_rule
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l.item_rule = lambda item, loc=loc, region=region: (\
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item.game != "SMZ3" or \
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loc.allow(TotalSMZ3Item.Item(TotalSMZ3Item.ItemType[item.name], self.smz3World), None) and \
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region.CanFill(TotalSMZ3Item.Item(TotalSMZ3Item.ItemType[item.name], self.smz3World))) and old_rule(item)
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set_rule(l, lambda state, loc=loc: loc.Available(state.smz3state[self.player]))
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def create_regions(self):
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self.create_locations(self.player)
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startRegion = self.create_region(self.world, self.player, 'Menu')
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self.world.regions.append(startRegion)
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for region in self.smz3World.Regions:
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currentRegion = self.create_region(self.world, self.player, region.Name, region.locationLookup.keys(), [region.Name + "->" + 'Menu'])
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self.world.regions.append(currentRegion)
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entrance = self.world.get_entrance(region.Name + "->" + 'Menu', self.player)
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entrance.connect(startRegion)
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exit = Entrance(self.player, 'Menu' + "->" + region.Name, startRegion)
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startRegion.exits.append(exit)
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exit.connect(currentRegion)
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def apply_sm_custom_sprite(self):
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itemSprites = ["off_world_prog_item.bin", "off_world_item.bin"]
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itemSpritesAddress = [0xF800, 0xF900]
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idx = 0
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offworldSprites = {}
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for fileName in itemSprites:
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with open(world_folder + "/data/custom_sprite/" + fileName, 'rb') as stream:
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buffer = bytearray(stream.read())
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offworldSprites[0x04Eff2 + 10*((0x6B + 0x40) + idx)] = bytearray(getWordArray(itemSpritesAddress[idx])) + buffer[0:8]
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offworldSprites[0x090000 + itemSpritesAddress[idx]] = buffer[8:264]
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idx += 1
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return offworldSprites
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def convert_to_sm_item_name(self, itemName):
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charMap = { "A" : 0x3CE0,
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"B" : 0x3CE1,
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"C" : 0x3CE2,
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"D" : 0x3CE3,
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"E" : 0x3CE4,
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"F" : 0x3CE5,
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"G" : 0x3CE6,
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"H" : 0x3CE7,
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"I" : 0x3CE8,
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"J" : 0x3CE9,
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"K" : 0x3CEA,
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"L" : 0x3CEB,
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"M" : 0x3CEC,
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"N" : 0x3CED,
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"O" : 0x3CEE,
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"P" : 0x3CEF,
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"Q" : 0x3CF0,
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"R" : 0x3CF1,
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"S" : 0x3CF2,
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"T" : 0x3CF3,
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"U" : 0x3CF4,
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"V" : 0x3CF5,
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"W" : 0x3CF6,
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"X" : 0x3CF7,
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"Y" : 0x3CF8,
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"Z" : 0x3CF9,
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" " : 0x3C4E,
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"!" : 0x3CFF,
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"?" : 0x3CFE,
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"'" : 0x3CFD,
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"," : 0x3CFB,
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"." : 0x3CFA,
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"-" : 0x3CCF,
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"_" : 0x000E,
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"1" : 0x3C00,
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"2" : 0x3C01,
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"3" : 0x3C02,
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"4" : 0x3C03,
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"5" : 0x3C04,
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"6" : 0x3C05,
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"7" : 0x3C06,
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"8" : 0x3C07,
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"9" : 0x3C08,
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"0" : 0x3C09,
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"%" : 0x3C0A}
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data = []
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itemName = itemName.upper()[:26]
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itemName = itemName.strip()
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itemName = itemName.center(26, " ")
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itemName = "___" + itemName + "___"
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for char in itemName:
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(w0, w1) = getWord(charMap.get(char, 0x3C4E))
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data.append(w0)
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data.append(w1)
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return data
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def convert_to_lttp_item_name(self, itemName):
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return bytearray(itemName[:19].center(19, " ") , 'utf8') + bytearray(0)
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def apply_item_names(self):
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patch = {}
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sm_remote_idx = 0
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lttp_remote_idx = 0
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for location in self.smz3World.Locations:
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if self.world.worlds[location.APLocation.item.player].game != self.game:
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if location.Type == LocationType.Visible or location.Type == LocationType.Chozo or location.Type == LocationType.Hidden:
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patch[0x390000 + sm_remote_idx*64] = self.convert_to_sm_item_name(location.APLocation.item.name)
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sm_remote_idx += 1
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progressionItem = (0 if location.APLocation.item.advancement else 0x8000) + sm_remote_idx
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patch[0x386000 + (location.Id * 8) + 6] = bytearray(getWordArray(progressionItem))
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else:
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patch[0x390000 + 100 * 64 + lttp_remote_idx * 20] = self.convert_to_lttp_item_name(location.APLocation.item.name)
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lttp_remote_idx += 1
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progressionItem = (0 if location.APLocation.item.advancement else 0x8000) + lttp_remote_idx
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patch[0x386000 + (location.Id * 8) + 6] = bytearray(getWordArray(progressionItem))
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return patch
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def generate_output(self, output_directory: str):
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try:
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base_combined_rom = get_base_rom_bytes()
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basepatch = IPS_Patch.load(world_folder + "/data/zsm.ips")
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base_combined_rom = basepatch.apply(base_combined_rom)
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patcher = TotalSMZ3Patch(self.smz3World,
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[world.smz3World for key, world in self.world.worlds.items() if isinstance(world, SMZ3World)],
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self.world.seed_name,
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self.world.seed,
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self.local_random,
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self.world.world_name_lookup,
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next(iter(loc.player for loc in self.world.get_locations() if loc.item == self.create_item("SilverArrows"))))
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patches = patcher.Create(self.smz3World.Config)
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patches.update(self.apply_sm_custom_sprite())
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patches.update(self.apply_item_names())
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for addr, bytes in patches.items():
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offset = 0
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for byte in bytes:
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base_combined_rom[addr + offset] = byte
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offset += 1
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outfilebase = 'AP_' + self.world.seed_name
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outfilepname = f'_P{self.player}'
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outfilepname += f"_{self.world.player_name[self.player].replace(' ', '_')}" \
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filename = os.path.join(output_directory, f'{outfilebase}{outfilepname}.sfc')
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with open(filename, "wb") as binary_file:
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binary_file.write(base_combined_rom)
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Patch.create_patch_file(filename, player=self.player, player_name=self.world.player_name[self.player], game=Patch.GAME_SMZ3)
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os.remove(filename)
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self.rom_name = bytearray(patcher.title, 'utf8')
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except:
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raise
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finally:
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self.rom_name_available_event.set() # make sure threading continues and errors are collected
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def modify_multidata(self, multidata: dict):
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import base64
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if (not self.smz3World.Config.Keysanity):
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for item_name in self.keyCardsItems:
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item_id = self.item_name_to_id.get(item_name.Type.name, None)
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try:
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multidata["precollected_items"][self.player].remove(item_id)
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except ValueError as e:
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logger.warning(f"Attempted to remove nonexistent item id {item_id} from smz3 precollected items ({item_name})")
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# wait for self.rom_name to be available.
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self.rom_name_available_event.wait()
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rom_name = getattr(self, "rom_name", None)
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# we skip in case of error, so that the original error in the output thread is the one that gets raised
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if rom_name:
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new_name = base64.b64encode(bytes(self.rom_name)).decode()
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payload = multidata["connect_names"][self.world.player_name[self.player]]
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multidata["connect_names"][new_name] = payload
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del (multidata["connect_names"][self.world.player_name[self.player]])
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def fill_slot_data(self):
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slot_data = {}
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return slot_data
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def collect(self, state: CollectionState, item: Item) -> bool:
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state.smz3state[item.player].Add([TotalSMZ3Item.Item(TotalSMZ3Item.ItemType[item.name], self.smz3World)])
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if item.advancement:
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state.prog_items[item.name, item.player] += 1
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return True # indicate that a logical state change has occured
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return False
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def remove(self, state: CollectionState, item: Item) -> bool:
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name = self.collect_item(state, item, True)
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if name:
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state.smz3state[item.player].Remove([TotalSMZ3Item.Item(TotalSMZ3Item.ItemType[item.name], self.smz3World)])
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state.prog_items[name, item.player] -= 1
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if state.prog_items[name, item.player] < 1:
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del (state.prog_items[name, item.player])
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return True
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return False
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def create_item(self, name: str) -> Item:
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return SMZ3Item(name, True, TotalSMZ3Item.ItemType[name], self.item_name_to_id[name], player = self.player)
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def pre_fill(self):
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from Fill import fill_restrictive
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self.InitialFillInOwnWorld()
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if (not self.smz3World.Config.Keysanity):
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locations = [loc for loc in self.locations.values() if loc.item is None]
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self.world.random.shuffle(locations)
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all_state = self.world.get_all_state(False)
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for item in self.smz3DungeonItems:
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all_state.remove(item)
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all_dungeonItems = self.smz3DungeonItems[:]
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fill_restrictive(self.world, all_state, locations, all_dungeonItems, True, True)
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# some small or big keys (those always_allow) can be unreachable in-game
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# while logic still collects some of them (probably to simulate the player collecting pot keys in the logic), some others don't
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# so we need to remove those exceptions as progression items
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if self.world.accessibility[self.player] != 'locations':
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exception_item = [TotalSMZ3Item.ItemType.BigKeySW, TotalSMZ3Item.ItemType.BigKeySP, TotalSMZ3Item.ItemType.KeyTH]
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for item in self.smz3DungeonItems:
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if item.item.Type in exception_item and item.location.always_allow(all_state, item) and not all_state.can_reach(item.location):
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item.advancement = False
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item.item.Progression = False
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item.location.event = False
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self.unreachable.append(item.location)
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def get_pre_fill_items(self):
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if (not self.smz3World.Config.Keysanity):
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return self.smz3DungeonItems
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else:
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return []
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def write_spoiler(self, spoiler_handle: TextIO):
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self.world.spoiler.unreachables.update(self.unreachable)
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def FillItemAtLocation(self, itemPool, itemType, location):
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itemToPlace = TotalSMZ3Item.Item.Get(itemPool, itemType, self.smz3World)
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if (itemToPlace == None):
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raise Exception(f"Tried to place item {itemType} at {location.Name}, but there is no such item in the item pool")
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else:
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location.Item = itemToPlace
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itemFromPool = next((i for i in self.world.itempool if i.player == self.player and i.name == itemToPlace.Type.name), None)
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if itemFromPool is not None:
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self.world.get_location(location.Name, self.player).place_locked_item(itemFromPool)
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self.world.itempool.remove(itemFromPool)
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else:
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itemFromPool = next((i for i in self.smz3DungeonItems if i.player == self.player and i.name == itemToPlace.Type.name), None)
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if itemFromPool is not None:
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self.world.get_location(location.Name, self.player).place_locked_item(itemFromPool)
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self.smz3DungeonItems.remove(itemFromPool)
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itemPool.remove(itemToPlace)
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||||
def FrontFillItemInOwnWorld(self, itemPool, itemType):
|
||||
item = TotalSMZ3Item.Item.Get(itemPool, itemType, self.smz3World)
|
||||
location = next(iter(self.world.random.sample(TotalSMZ3Location.AvailableGlobal(TotalSMZ3Location.Empty(self.smz3World.Locations), self.smz3World.Items()), 1)), None)
|
||||
if (location == None):
|
||||
raise Exception(f"Tried to front fill {item.Name} in, but no location was available")
|
||||
|
||||
location.Item = item
|
||||
itemFromPool = next((i for i in self.world.itempool if i.player == self.player and i.name == item.Type.name), None)
|
||||
if itemFromPool is not None:
|
||||
self.world.get_location(location.Name, self.player).place_locked_item(itemFromPool)
|
||||
self.world.itempool.remove(itemFromPool)
|
||||
itemPool.remove(item)
|
||||
|
||||
def InitialFillInOwnWorld(self):
|
||||
self.FillItemAtLocation(self.dungeon, TotalSMZ3Item.ItemType.KeySW, self.smz3World.GetLocation("Skull Woods - Pinball Room"))
|
||||
|
||||
# /* Check Swords option and place as needed */
|
||||
if self.smz3World.Config.SwordLocation == SwordLocation.Uncle:
|
||||
self.FillItemAtLocation(self.progression, TotalSMZ3Item.ItemType.ProgressiveSword, self.smz3World.GetLocation("Link's Uncle"))
|
||||
elif self.smz3World.Config.SwordLocation == SwordLocation.Early:
|
||||
self.FrontFillItemInOwnWorld(self.progression, TotalSMZ3Item.ItemType.ProgressiveSword)
|
||||
|
||||
# /* Check Morph option and place as needed */
|
||||
if self.smz3World.Config.MorphLocation == MorphLocation.Original:
|
||||
self.FillItemAtLocation(self.progression, TotalSMZ3Item.ItemType.Morph, self.smz3World.GetLocation("Morphing Ball"))
|
||||
elif self.smz3World.Config.MorphLocation == MorphLocation.Early:
|
||||
self.FrontFillItemInOwnWorld(self.progression, TotalSMZ3Item.ItemType.Morph)
|
||||
|
||||
# /* We place a PB and Super in Sphere 1 to make sure the filler
|
||||
# * doesn't start locking items behind this when there are a
|
||||
# * high chance of the trash fill actually making them available */
|
||||
self.FrontFillItemInOwnWorld(self.progression, TotalSMZ3Item.ItemType.Super)
|
||||
self.FrontFillItemInOwnWorld(self.progression, TotalSMZ3Item.ItemType.PowerBomb)
|
||||
|
||||
def create_locations(self, player: int):
|
||||
for name, id in SMZ3World.location_name_to_id.items():
|
||||
newLoc = SMZ3Location(player, name, id)
|
||||
self.locations[name] = newLoc
|
||||
self.smz3World.locationLookup[name].APLocation = newLoc
|
||||
|
||||
def create_region(self, world: MultiWorld, player: int, name: str, locations=None, exits=None):
|
||||
ret = Region(name, RegionType.LightWorld, name, player)
|
||||
ret.world = world
|
||||
if locations:
|
||||
for loc in locations:
|
||||
location = self.locations[loc]
|
||||
location.parent_region = ret
|
||||
ret.locations.append(location)
|
||||
if exits:
|
||||
for exit in exits:
|
||||
ret.exits.append(Entrance(player, exit, ret))
|
||||
return ret
|
||||
|
||||
|
||||
class SMZ3Location(Location):
|
||||
game: str = "SMZ3"
|
||||
|
||||
def __init__(self, player: int, name: str, address=None, parent=None):
|
||||
super(SMZ3Location, self).__init__(player, name, address, parent)
|
||||
|
||||
def can_fill(self, state: CollectionState, item: Item, check_access=True) -> bool:
|
||||
oldItem = self.item
|
||||
self.item = item
|
||||
result = self.always_allow(state, item) or (self.item_rule(item) and (not check_access or self.can_reach(state)))
|
||||
self.item = oldItem
|
||||
return result
|
||||
|
||||
class SMZ3Item(Item):
|
||||
game = "SMZ3"
|
||||
|
||||
def __init__(self, name, advancement, type, code, player: int = None, item = None):
|
||||
self.type = type
|
||||
self.item = item
|
||||
super(SMZ3Item, self).__init__(name, advancement, code, player)
|
Reference in New Issue
Block a user