441 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			441 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import copy
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import math
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import os
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import typing
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from typing import ClassVar, Dict, Optional, Tuple
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import settings
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from BaseClasses import Item, ItemClassification, MultiWorld, Tutorial, LocationProgressType
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from Utils import __version__
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from worlds.AutoWorld import WebWorld, World
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from worlds.LauncherComponents import Component, components, SuffixIdentifier
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from .Items import item_table, ItemData, nothing_item_id, event_table, AdventureItem, standard_item_max
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from .Locations import location_table, base_location_id, LocationData, get_random_room_in_regions
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from .Offsets import static_item_data_location, items_ram_start, static_item_element_size, item_position_table, \
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    static_first_dragon_index, connector_port_offset, yorgle_speed_data_location, grundle_speed_data_location, \
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    rhindle_speed_data_location, item_ram_addresses, start_castle_values, start_castle_offset
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from .Options import DragonRandoType, DifficultySwitchA, DifficultySwitchB, AdventureOptions
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from .Regions import create_regions
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from .Rom import get_base_rom_bytes, get_base_rom_path, AdventureDeltaPatch, apply_basepatch, AdventureAutoCollectLocation
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from .Rules import set_rules
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# Adventure
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components.append(Component('Adventure Client', 'AdventureClient', file_identifier=SuffixIdentifier('.apadvn')))
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class AdventureSettings(settings.Group):
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    class RomFile(settings.UserFilePath):
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        """
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        File name of the standard NTSC Adventure rom.
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        The licensed "The 80 Classic Games" CD-ROM contains this.
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        It may also have a .a26 extension
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        """
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        copy_to = "ADVNTURE.BIN"
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        description = "Adventure ROM File"
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        md5s = [AdventureDeltaPatch.hash]
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    class RomStart(str):
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        """
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        Set this to false to never autostart a rom (such as after patching)
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        True for operating system default program for '.a26'
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        Alternatively, a path to a program to open the .a26 file with (generally EmuHawk for multiworld)
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        """
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    class RomArgs(str):
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        """
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        Optional, additional args passed into rom_start before the .bin file
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        For example, this can be used to autoload the connector script in BizHawk
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        (see BizHawk --lua= option)
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        Windows example:
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        rom_args: "--lua=C:/ProgramData/Archipelago/data/lua/connector_adventure.lua"
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        """
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    class DisplayMsgs(settings.Bool):
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        """Set this to true to display item received messages in EmuHawk"""
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    rom_file: RomFile = RomFile(RomFile.copy_to)
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    rom_start: typing.Union[RomStart, bool] = True
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    rom_args: Optional[RomArgs] = " "
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    display_msgs: typing.Union[DisplayMsgs, bool] = True
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class AdventureWeb(WebWorld):
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    theme = "dirt"
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    setup = Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to setting up Adventure for MultiWorld.",
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        "English",
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        "setup_en.md",
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        "setup/en",
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        ["JusticePS"]
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    )
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    setup_fr = Tutorial(
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        "Guide de configuration Multimonde",
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        "Un guide pour configurer Adventure MultiWorld",
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        "Français",
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        "setup_fr.md",
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        "setup/fr",
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        ["TheLynk"]
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    )
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    tutorials = [setup, setup_fr]
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def get_item_position_data_start(table_index: int):
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    item_ram_address = item_ram_addresses[table_index]
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    return item_position_table + item_ram_address - items_ram_start
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class AdventureWorld(World):
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    """
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    Adventure for the Atari 2600 is an early graphical adventure game.
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    Find the enchanted chalice and return it to the yellow castle,
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    using magic items to enter hidden rooms, retrieve out of
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    reach items, or defeat the three dragons.  Beware the bat
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    who likes to steal your equipment!
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    """
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    game: ClassVar[str] = "Adventure"
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    web: ClassVar[WebWorld] = AdventureWeb()
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    options_dataclass = AdventureOptions
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    settings: ClassVar[AdventureSettings]
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    item_name_to_id: ClassVar[Dict[str, int]] = {name: data.id for name, data in item_table.items()}
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    location_name_to_id: ClassVar[Dict[str, int]] = {name: data.location_id for name, data in location_table.items()}
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    required_client_version: Tuple[int, int, int] = (0, 3, 9)
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    def __init__(self, world: MultiWorld, player: int):
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        super().__init__(world, player)
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        self.rom_name: Optional[bytearray] = bytearray("", "utf8" )
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        self.dragon_rooms: [int] = [0x14, 0x19, 0x4]
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        self.dragon_slay_check: Optional[int] = 0
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        self.connector_multi_slot: Optional[int] = 0
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        self.dragon_rando_type: Optional[int] = 0
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        self.yorgle_speed: Optional[int] = 2
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        self.yorgle_min_speed: Optional[int] = 2
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        self.grundle_speed: Optional[int] = 2
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        self.grundle_min_speed: Optional[int] = 2
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        self.rhindle_speed: Optional[int] = 3
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        self.rhindle_min_speed: Optional[int] = 3
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        self.difficulty_switch_a: Optional[int] = 0
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        self.difficulty_switch_b: Optional[int] = 0
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        self.start_castle: Optional[int] = 0
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        # dict of item names -> list of speed deltas
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        self.dragon_speed_reducer_info: {} = {}
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        self.created_items: int = 0
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    @classmethod
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    def stage_assert_generate(cls, _multiworld: MultiWorld) -> None:
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        # don't need rom anymore
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        pass
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    def place_random_dragon(self, dragon_index: int):
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        region_list = ["Overworld", "YellowCastle", "BlackCastle", "WhiteCastle"]
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        self.dragon_rooms[dragon_index] = get_random_room_in_regions(region_list, self.multiworld.random)
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    def generate_early(self) -> None:
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        self.rom_name = \
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            bytearray(f"ADVENTURE{__version__.replace('.', '')[:3]}_{self.player}_{self.multiworld.seed}", "utf8")[:21]
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        self.rom_name.extend([0] * (21 - len(self.rom_name)))
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        self.dragon_rando_type = self.options.dragon_rando_type.value
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        self.dragon_slay_check = self.options.dragon_slay_check.value
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        self.connector_multi_slot = self.options.connector_multi_slot.value
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        self.yorgle_speed = self.options.yorgle_speed.value
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        self.yorgle_min_speed = self.options.yorgle_min_speed.value
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        self.grundle_speed = self.options.grundle_speed.value
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        self.grundle_min_speed = self.options.grundle_min_speed.value
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        self.rhindle_speed = self.options.rhindle_speed.value
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        self.rhindle_min_speed = self.options.rhindle_min_speed.value
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        self.difficulty_switch_a = self.options.difficulty_switch_a.value
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        self.difficulty_switch_b = self.options.difficulty_switch_b.value
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        self.start_castle = self.options.start_castle.value
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        self.created_items = 0
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        if self.dragon_slay_check == 0:
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            item_table["Sword"].classification = ItemClassification.useful
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        else:
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            item_table["Sword"].classification = ItemClassification.progression
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            if self.difficulty_switch_b == DifficultySwitchB.option_hard_with_unlock_item:
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                item_table["Right Difficulty Switch"].classification = ItemClassification.progression
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        if self.dragon_rando_type == DragonRandoType.option_shuffle:
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            self.multiworld.random.shuffle(self.dragon_rooms)
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        elif self.dragon_rando_type == DragonRandoType.option_overworldplus:
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            dragon_indices = [0, 1, 2]
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            overworld_forced_index = self.multiworld.random.choice(dragon_indices)
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            dragon_indices.remove(overworld_forced_index)
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            region_list = ["Overworld"]
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            self.dragon_rooms[overworld_forced_index] = get_random_room_in_regions(region_list, self.multiworld.random)
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            self.place_random_dragon(dragon_indices[0])
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            self.place_random_dragon(dragon_indices[1])
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        elif self.dragon_rando_type == DragonRandoType.option_randomized:
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            self.place_random_dragon(0)
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            self.place_random_dragon(1)
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            self.place_random_dragon(2)
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    def create_items(self) -> None:
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        for event in map(self.create_item, event_table):
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            self.multiworld.itempool.append(event)
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        exclude = [item for item in self.multiworld.precollected_items[self.player]]
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        self.created_items = 0
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        for item in map(self.create_item, item_table):
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            if item.code == nothing_item_id:
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                continue
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            if item in exclude and item.code <= standard_item_max:
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                exclude.remove(item)  # this is destructive. create unique list above
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            else:
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                if item.code <= standard_item_max:
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                    self.multiworld.itempool.append(item)
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                    self.created_items += 1
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        num_locations = len(location_table) - 1  # subtract out the chalice location
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        if self.dragon_slay_check == 0:
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            num_locations -= 3
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        if self.difficulty_switch_a == DifficultySwitchA.option_hard_with_unlock_item:
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            self.multiworld.itempool.append(self.create_item("Left Difficulty Switch"))
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            self.created_items += 1
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        if self.difficulty_switch_b == DifficultySwitchB.option_hard_with_unlock_item:
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            self.multiworld.itempool.append(self.create_item("Right Difficulty Switch"))
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            self.created_items += 1
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        extra_filler_count = num_locations - self.created_items
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        self.dragon_speed_reducer_info = {}
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        # make sure yorgle doesn't take 2 if there's not enough for the others to get at least one
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        if extra_filler_count <= 4:
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            extra_filler_count = 1
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        self.create_dragon_slow_items(self.yorgle_min_speed, self.yorgle_speed, "Slow Yorgle", extra_filler_count)
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        extra_filler_count = num_locations - self.created_items
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        if extra_filler_count <= 3:
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            extra_filler_count = 1
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        self.create_dragon_slow_items(self.grundle_min_speed, self.grundle_speed, "Slow Grundle", extra_filler_count)
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        extra_filler_count = num_locations - self.created_items
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        self.create_dragon_slow_items(self.rhindle_min_speed, self.rhindle_speed, "Slow Rhindle", extra_filler_count)
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        extra_filler_count = num_locations - self.created_items
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        # traps would probably go here, if enabled
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        freeincarnate_max = self.options.freeincarnate_max.value
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        actual_freeincarnates = min(extra_filler_count, freeincarnate_max)
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        self.multiworld.itempool += [self.create_item("Freeincarnate") for _ in range(actual_freeincarnates)]
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        self.created_items += actual_freeincarnates
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    def create_dragon_slow_items(self, min_speed: int, speed: int, item_name: str, maximum_items: int):
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        if min_speed < speed:
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            delta = speed - min_speed
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            if delta > 2 and maximum_items >= 2:
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                self.multiworld.itempool.append(self.create_item(item_name))
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                self.multiworld.itempool.append(self.create_item(item_name))
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                speed_with_one = speed - math.floor(delta / 2)
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                self.dragon_speed_reducer_info[item_table[item_name].id] = [speed_with_one, min_speed]
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                self.created_items += 2
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            elif maximum_items >= 1:
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                self.multiworld.itempool.append(self.create_item(item_name))
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                self.dragon_speed_reducer_info[item_table[item_name].id] = [min_speed]
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                self.created_items += 1
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    def create_regions(self) -> None:
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        create_regions(self.options, self.multiworld, self.player, self.dragon_rooms)
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        self.multiworld.get_location("Chalice Home", self.player).place_locked_item(
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            self.create_event("Victory", ItemClassification.progression))
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        self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
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    set_rules = set_rules
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    def pre_fill(self):
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        # Place empty items in filler locations here, to limit
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        # the number of exported empty items and the density of stuff in overworld.
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        max_location_count = len(location_table) - 1
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        if self.dragon_slay_check == 0:
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            max_location_count -= 3
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        force_empty_item_count = (max_location_count - self.created_items)
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        if force_empty_item_count <= 0:
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            return
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        overworld = self.multiworld.get_region("Overworld", self.player)
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        overworld_locations_copy = overworld.locations.copy()
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        all_locations = self.multiworld.get_locations(self.player)
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        locations_copy = list(all_locations)
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        for loc in all_locations:
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            if loc.item is not None or loc.progress_type != LocationProgressType.DEFAULT:
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                locations_copy.remove(loc)
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                if loc in overworld_locations_copy:
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                    overworld_locations_copy.remove(loc)
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        # guarantee at least one overworld location, so we can for sure get a key somewhere
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        # if too much stuff is plando'd though, just let it go
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        if len(overworld_locations_copy) >= 3:
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            saved_overworld_loc = self.multiworld.random.choice(overworld_locations_copy)
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            locations_copy.remove(saved_overworld_loc)
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            overworld_locations_copy.remove(saved_overworld_loc)
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            # if we have few items, enforce another overworld slot, fill a hard slot, and ensure we have
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            # at least one hard slot available
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            if self.created_items < 15:
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                hard_locations = []
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                for loc in locations_copy:
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                    if "Vault" in loc.name or "Credits" in loc.name:
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                        hard_locations.append(loc)
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                force_empty_item_count -= 1
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                loc = self.multiworld.random.choice(hard_locations)
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                loc.place_locked_item(self.create_item('nothing'))
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                hard_locations.remove(loc)
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                locations_copy.remove(loc)
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                loc = self.multiworld.random.choice(hard_locations)
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                locations_copy.remove(loc)
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                hard_locations.remove(loc)
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                saved_overworld_loc = self.multiworld.random.choice(overworld_locations_copy)
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                locations_copy.remove(saved_overworld_loc)
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                overworld_locations_copy.remove(saved_overworld_loc)
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            # if we have very few items, fill another two difficult slots
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            if self.created_items < 10:
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                for i in range(2):
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                    force_empty_item_count -= 1
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                    loc = self.multiworld.random.choice(hard_locations)
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                    loc.place_locked_item(self.create_item('nothing'))
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                    hard_locations.remove(loc)
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                    locations_copy.remove(loc)
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            # for the absolute minimum number of items, enforce a third overworld slot
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            if self.created_items <= 7:
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                saved_overworld_loc = self.multiworld.random.choice(overworld_locations_copy)
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                locations_copy.remove(saved_overworld_loc)
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                overworld_locations_copy.remove(saved_overworld_loc)
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        # finally, place nothing items
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        while force_empty_item_count > 0 and locations_copy:
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            force_empty_item_count -= 1
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            # prefer somewhat to thin out the overworld.
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            if len(overworld_locations_copy) > 0 and self.multiworld.random.randint(0, 10) < 4:
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                loc = self.multiworld.random.choice(overworld_locations_copy)
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            else:
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                loc = self.multiworld.random.choice(locations_copy)
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            loc.place_locked_item(self.create_item('nothing'))
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            locations_copy.remove(loc)
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            if loc in overworld_locations_copy:
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                overworld_locations_copy.remove(loc)
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    def place_dragons(self, rom_deltas: {int, int}):
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        for i in range(3):
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            table_index = static_first_dragon_index + i
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            item_position_data_start = get_item_position_data_start(table_index)
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            rom_deltas[item_position_data_start] = self.dragon_rooms[i]
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    def set_dragon_speeds(self, rom_deltas: {int, int}):
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        rom_deltas[yorgle_speed_data_location] = self.yorgle_speed
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        rom_deltas[grundle_speed_data_location] = self.grundle_speed
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        rom_deltas[rhindle_speed_data_location] = self.rhindle_speed
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    def set_start_castle(self, rom_deltas):
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        start_castle_value = start_castle_values[self.start_castle]
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        rom_deltas[start_castle_offset] = start_castle_value
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    def generate_output(self, output_directory: str) -> None:
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        rom_path: str = os.path.join(output_directory, f"{self.multiworld.get_out_file_name_base(self.player)}.bin")
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        foreign_item_locations: [LocationData] = []
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        auto_collect_locations: [AdventureAutoCollectLocation] = []
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        local_item_to_location: {int, int} = {}
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        bat_no_touch_locs: [LocationData] = []
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        bat_logic: int = self.options.bat_logic.value
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        try:
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            rom_deltas: { int, int } = {}
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            self.place_dragons(rom_deltas)
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            self.set_dragon_speeds(rom_deltas)
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            self.set_start_castle(rom_deltas)
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            # start and stop indices are offsets in the ROM file, not Adventure ROM addresses (which start at f000)
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            # This places the local items (I still need to make it easy to inject the offset data)
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            unplaced_local_items = dict(filter(lambda x: nothing_item_id < x[1].id <= standard_item_max,
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                                               item_table.items()))
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						|
            for location in self.multiworld.get_locations(self.player):
 | 
						|
                # 'nothing' items, which are autocollected when the room is entered
 | 
						|
                if location.item.player == self.player and \
 | 
						|
                        location.item.name == "nothing":
 | 
						|
                    location_data = location_table[location.name]
 | 
						|
                    room_id = location_data.get_random_room_id(self.random)
 | 
						|
                    auto_collect_locations.append(AdventureAutoCollectLocation(location_data.short_location_id,
 | 
						|
                                                                               room_id))
 | 
						|
                # standard Adventure items, which are placed in the rom
 | 
						|
                elif location.item.player == self.player and \
 | 
						|
                        location.item.name != "nothing" and \
 | 
						|
                        location.item.code is not None and \
 | 
						|
                        location.item.code <= standard_item_max:
 | 
						|
                    # I need many of the intermediate values here.
 | 
						|
                    item_table_offset = item_table[location.item.name].table_index * static_item_element_size
 | 
						|
                    item_ram_address = item_ram_addresses[item_table[location.item.name].table_index]
 | 
						|
                    item_position_data_start = item_position_table + item_ram_address - items_ram_start
 | 
						|
                    location_data = location_table[location.name]
 | 
						|
                    (room_id, room_x, room_y) = \
 | 
						|
                        location_data.get_random_position(self.random)
 | 
						|
                    if location_data.needs_bat_logic and bat_logic == 0x0:
 | 
						|
                        copied_location = copy.copy(location_data)
 | 
						|
                        copied_location.local_item = item_ram_address
 | 
						|
                        copied_location.room_id = room_id
 | 
						|
                        copied_location.room_x = room_x
 | 
						|
                        copied_location.room_y = room_y
 | 
						|
                        bat_no_touch_locs.append(copied_location)
 | 
						|
                    del unplaced_local_items[location.item.name]
 | 
						|
 | 
						|
                    rom_deltas[item_position_data_start] = room_id
 | 
						|
                    rom_deltas[item_position_data_start + 1] = room_x
 | 
						|
                    rom_deltas[item_position_data_start + 2] = room_y
 | 
						|
                    local_item_to_location[item_table_offset] = self.location_name_to_id[location.name] \
 | 
						|
                                                              - base_location_id
 | 
						|
                # items from other worlds, and non-standard Adventure items handled by script, like difficulty switches
 | 
						|
                elif location.item.code is not None:
 | 
						|
                    if location.item.code != nothing_item_id:
 | 
						|
                        location_data = copy.copy(location_table[location.name])
 | 
						|
                        (room_id, room_x, room_y) = \
 | 
						|
                            location_data.get_random_position(self.random)
 | 
						|
                        location_data.room_id = room_id
 | 
						|
                        location_data.room_x = room_x
 | 
						|
                        location_data.room_y = room_y
 | 
						|
                        foreign_item_locations.append(location_data)
 | 
						|
                        if location_data.needs_bat_logic and bat_logic == 0x0:
 | 
						|
                            bat_no_touch_locs.append(location_data)
 | 
						|
                    else:
 | 
						|
                        location_data = location_table[location.name]
 | 
						|
                        room_id = location_data.get_random_room_id(self.random)
 | 
						|
                        auto_collect_locations.append(AdventureAutoCollectLocation(location_data.short_location_id,
 | 
						|
                                                                                   room_id))
 | 
						|
            # Adventure items that are in another world get put in an invalid room until needed
 | 
						|
            for unplaced_item_name, unplaced_item in unplaced_local_items.items():
 | 
						|
                item_position_data_start = get_item_position_data_start(unplaced_item.table_index)
 | 
						|
                rom_deltas[item_position_data_start] = 0xff
 | 
						|
 | 
						|
            if self.options.connector_multi_slot.value:
 | 
						|
                rom_deltas[connector_port_offset] = (self.player & 0xff)
 | 
						|
            else:
 | 
						|
                rom_deltas[connector_port_offset] = 0
 | 
						|
        except Exception as e:
 | 
						|
            raise e
 | 
						|
        else:
 | 
						|
            patch = AdventureDeltaPatch(os.path.splitext(rom_path)[0] + AdventureDeltaPatch.patch_file_ending,
 | 
						|
                                        player=self.player, player_name=self.multiworld.player_name[self.player],
 | 
						|
                                        locations=foreign_item_locations,
 | 
						|
                                        autocollect=auto_collect_locations, local_item_locations=local_item_to_location,
 | 
						|
                                        dragon_speed_reducer_info=self.dragon_speed_reducer_info,
 | 
						|
                                        diff_a_mode=self.difficulty_switch_a, diff_b_mode=self.difficulty_switch_b,
 | 
						|
                                        bat_logic=bat_logic, bat_no_touch_locations=bat_no_touch_locs,
 | 
						|
                                        rom_deltas=rom_deltas,
 | 
						|
                                        seed_name=bytes(self.multiworld.seed_name, encoding="ascii"))
 | 
						|
            patch.write()
 | 
						|
        finally:
 | 
						|
            if os.path.exists(rom_path):
 | 
						|
                os.unlink(rom_path)
 | 
						|
 | 
						|
    # end of ordered Main.py calls
 | 
						|
 | 
						|
    def create_item(self, name: str) -> Item:
 | 
						|
        item_data: ItemData = item_table[name]
 | 
						|
        return AdventureItem(name, item_data.classification, item_data.id, self.player)
 | 
						|
 | 
						|
    def create_event(self, name: str, classification: ItemClassification) -> Item:
 | 
						|
        return AdventureItem(name, classification, None, self.player)
 |