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Core: assert that items have a single reference (#1075)
* Core: assert that items have a single reference * Fix duplicate item reference in The Witness * Ori: fix duplicate item references * DKC3: fix duplicate item references * RL: fix duplicate item references * SA2B: fix duplicate item references * SMW: fix duplicate item references Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
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@@ -66,7 +66,7 @@ class LegacyWorld(World):
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def _create_items(self, name: str):
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data = item_table[name]
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return [self.create_item(name)] * data.quantity
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return [self.create_item(name) for _ in range(data.quantity)]
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def fill_slot_data(self) -> dict:
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slot_data = self._get_slot_data()
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@@ -89,20 +89,20 @@ class LegacyWorld(World):
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# Blueprints
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if self.world.progressive_blueprints[self.player]:
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itempool += [self.create_item(ItemName.progressive_blueprints)] * 15
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itempool += [self.create_item(ItemName.progressive_blueprints) for _ in range(15)]
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else:
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for item in blueprints_table:
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itempool += self._create_items(item)
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# Check Pool settings to add a certain amount of these items.
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itempool += [self.create_item(ItemName.health)] * int(self.world.health_pool[self.player])
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itempool += [self.create_item(ItemName.mana)] * int(self.world.mana_pool[self.player])
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itempool += [self.create_item(ItemName.attack)] * int(self.world.attack_pool[self.player])
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itempool += [self.create_item(ItemName.magic_damage)] * int(self.world.magic_damage_pool[self.player])
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itempool += [self.create_item(ItemName.armor)] * int(self.world.armor_pool[self.player])
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itempool += [self.create_item(ItemName.equip)] * int(self.world.equip_pool[self.player])
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itempool += [self.create_item(ItemName.crit_chance)] * int(self.world.crit_chance_pool[self.player])
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itempool += [self.create_item(ItemName.crit_damage)] * int(self.world.crit_damage_pool[self.player])
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itempool += [self.create_item(ItemName.health) for _ in range(self.world.health_pool[self.player])]
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itempool += [self.create_item(ItemName.mana) for _ in range(self.world.mana_pool[self.player])]
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itempool += [self.create_item(ItemName.attack) for _ in range(self.world.attack_pool[self.player])]
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itempool += [self.create_item(ItemName.magic_damage) for _ in range(self.world.magic_damage_pool[self.player])]
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itempool += [self.create_item(ItemName.armor) for _ in range(self.world.armor_pool[self.player])]
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itempool += [self.create_item(ItemName.equip) for _ in range(self.world.equip_pool[self.player])]
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itempool += [self.create_item(ItemName.crit_chance) for _ in range(self.world.crit_chance_pool[self.player])]
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itempool += [self.create_item(ItemName.crit_damage) for _ in range(self.world.crit_damage_pool[self.player])]
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classes = self.world.available_classes[self.player]
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if "Dragon" in classes:
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@@ -153,12 +153,12 @@ class LegacyWorld(World):
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if self.world.architect[self.player] == "start_unlocked":
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self.world.push_precollected(self.world.create_item(ItemName.architect, self.player))
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elif self.world.architect[self.player] != "disabled":
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itempool += [self.create_item(ItemName.architect)]
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itempool.append(self.create_item(ItemName.architect))
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# Fill item pool with the remaining
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for _ in range(len(itempool), total_required_locations):
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item = self.world.random.choice(list(misc_items_table.keys()))
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itempool += [self.create_item(item)]
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itempool.append(self.create_item(item))
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self.world.itempool += itempool
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