455 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			455 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
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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from typing import Dict, Set, TextIO
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from BaseClasses import Region, Entrance, Location, MultiWorld, Item, ItemClassification, RegionType, CollectionState, \
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    Tutorial
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from worlds.generic.Rules import 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, WebWorld
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from .Rom import get_base_rom_bytes, SMZ3DeltaPatch
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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 SMZ3CollectionState(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 SMZ3Web(WebWorld):
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    tutorials = [Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to setting up the Archipelago Super Metroid and A Link to the Past Crossover randomizer on your computer. This guide covers single-player, multiworld, and related software.",
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        "English",
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        "multiworld_en.md",
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        "multiworld/en",
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        ["lordlou"]
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    )]
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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 = 1
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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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    web = SMZ3Web()
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    remote_items: bool = False
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    remote_start_inventory: bool = False
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    # first added for 0.2.6
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    required_client_version = (0, 2, 6)
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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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    @classmethod
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    def stage_assert_generate(cls, world):
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        base_combined_rom = get_base_rom_bytes()
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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, ItemClassification.filler, item.Type, self.item_name_to_id[item.Type.name], self.player, item))
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        itemPool = [SMZ3Item(item.Type.name, ItemClassification.progression, 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, ItemClassification.filler, 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, ItemClassification.progression, 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.name == "SilverArrows" and loc.item.player == self.player))))
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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.get_file_safe_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 = SMZ3DeltaPatch(os.path.splitext(filename)[0]+SMZ3DeltaPatch.patch_file_ending, player=self.player,
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                                   player_name=self.world.player_name[self.player], patched_path=filename)
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            patch.write()
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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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    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, ItemClassification.progression,
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                        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[:]
 | 
						|
            fill_restrictive(self.world, all_state, locations, all_dungeonItems, True, True)
 | 
						|
            # some small or big keys (those always_allow) can be unreachable in-game
 | 
						|
            # while logic still collects some of them (probably to simulate the player collecting pot keys in the logic), some others don't
 | 
						|
            # so we need to remove those exceptions as progression items
 | 
						|
            if self.world.accessibility[self.player] != 'locations':
 | 
						|
                exception_item = [TotalSMZ3Item.ItemType.BigKeySW, TotalSMZ3Item.ItemType.BigKeySP, TotalSMZ3Item.ItemType.KeyTH]
 | 
						|
                for item in self.smz3DungeonItems:
 | 
						|
                    if item.item.Type in exception_item and item.location.always_allow(all_state, item) and not all_state.can_reach(item.location):
 | 
						|
                        item.classification = ItemClassification.filler
 | 
						|
                        item.item.Progression = False
 | 
						|
                        item.location.event = False
 | 
						|
                        self.unreachable.append(item.location)
 | 
						|
 | 
						|
    def get_pre_fill_items(self):
 | 
						|
        if (not self.smz3World.Config.Keysanity):
 | 
						|
            return self.smz3DungeonItems
 | 
						|
        else:
 | 
						|
            return []
 | 
						|
 | 
						|
    def write_spoiler(self, spoiler_handle: TextIO):
 | 
						|
            self.world.spoiler.unreachables.update(self.unreachable)
 | 
						|
 | 
						|
    def FillItemAtLocation(self, itemPool, itemType, location):
 | 
						|
        itemToPlace = TotalSMZ3Item.Item.Get(itemPool, itemType, self.smz3World)
 | 
						|
        if (itemToPlace == None):
 | 
						|
            raise Exception(f"Tried to place item {itemType} at {location.Name}, but there is no such item in the item pool")
 | 
						|
        else:
 | 
						|
            location.Item = itemToPlace
 | 
						|
            itemFromPool = next((i for i in self.world.itempool if i.player == self.player and i.name == itemToPlace.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)
 | 
						|
            else:
 | 
						|
                itemFromPool = next((i for i in self.smz3DungeonItems if i.player == self.player and i.name == itemToPlace.Type.name), None)
 | 
						|
                if itemFromPool is not None:
 | 
						|
                    self.world.get_location(location.Name, self.player).place_locked_item(itemFromPool)
 | 
						|
                    self.smz3DungeonItems.remove(itemFromPool)
 | 
						|
        itemPool.remove(itemToPlace)
 | 
						|
 | 
						|
    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)
 | 
						|
 | 
						|
 | 
						|
class SMZ3Item(Item):
 | 
						|
    game = "SMZ3"
 | 
						|
 | 
						|
    def __init__(self, name, classification, type, code, player: int = None, item=None):
 | 
						|
        self.type = type
 | 
						|
        self.item = item
 | 
						|
        super(SMZ3Item, self).__init__(name, classification, code, player)
 |