* Switched mission item group to a list comprehension to fix missile shuffle errors * Logic for reducing mission and item counts * SC2: Piercing the Shroud/Maw of the Void requirements now DRY * SC2: Logic for All-In, may need further refinement * SC2: Additional mission orders and starting locations * SC2: New Mission Order options for shorter campaigns and smaller item pools * Using location table for hardcoded starter unit * SC2: Options to curate random item pool and control early unit placement * SC2: Proper All-In logic * SC2: Grid, Mini Grid and Blitz mission orders * SC2: Required Tactics and Unit Upgrade options, better connected item handling * SC2: Client compatibility with Grid settings * SC2: Mission rando now uses world random * SC2: Alternate final missions, new logic, fixes * SC2: Handling alternate final missions, identifying final mission on client * SC2: Minor changes to handle edge-case generation failures * SC2: Removed invalid type hints for Python 3.8 * Revert "SC2: Removed invalid type hints for Python 3.8" This reverts commit 7851b9f7a39396c8ee1d85d4e4e46e61e8dc80f6. * SC2: Removed invalid type hints for Python 3.8 * SC2: Removed invalid type hints for Python 3.8 * SC2: Removed invalid type hints for Python 3.8 * SC2: Removed invalid type hints for Python 3.8 * SC2: Changed location loop to enumerate * SC2: Passing category names through slot data * SC2: Cleaned up unnecessary _create_items method * SC2: Removed vestigial extra_locations field from MissionInfo * SC2: Client backwards compatibility * SC2: Fixed item generation issue where item is present in both locked and unlocked inventories * SC2: Removed Missile Turret from defense rating on maps without air * SC2: No logic locations point to same access rule Co-authored-by: michaelasantiago <michael.alec.santiago@gmail.com> Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
		
			
				
	
	
		
			218 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			218 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from BaseClasses import Item, ItemClassification, MultiWorld
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import typing
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from .Options import get_option_value
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from .MissionTables import vanilla_mission_req_table
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class ItemData(typing.NamedTuple):
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    code: typing.Optional[int]
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    type: typing.Optional[str]
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    number: typing.Optional[int]
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    classification: ItemClassification = ItemClassification.useful
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    quantity: int = 1
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    parent_item: str = None
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class StarcraftWoLItem(Item):
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    game: str = "Starcraft 2 Wings of Liberty"
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def get_full_item_list():
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    return item_table
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SC2WOL_ITEM_ID_OFFSET = 1000
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item_table = {
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    "Marine": ItemData(0 + SC2WOL_ITEM_ID_OFFSET, "Unit", 0, classification=ItemClassification.progression),
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    "Medic": ItemData(1 + SC2WOL_ITEM_ID_OFFSET, "Unit", 1, classification=ItemClassification.progression),
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    "Firebat": ItemData(2 + SC2WOL_ITEM_ID_OFFSET, "Unit", 2, classification=ItemClassification.progression),
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    "Marauder": ItemData(3 + SC2WOL_ITEM_ID_OFFSET, "Unit", 3, classification=ItemClassification.progression),
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    "Reaper": ItemData(4 + SC2WOL_ITEM_ID_OFFSET, "Unit", 4, classification=ItemClassification.progression),
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    "Hellion": ItemData(5 + SC2WOL_ITEM_ID_OFFSET, "Unit", 5, classification=ItemClassification.progression),
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    "Vulture": ItemData(6 + SC2WOL_ITEM_ID_OFFSET, "Unit", 6, classification=ItemClassification.progression),
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    "Goliath": ItemData(7 + SC2WOL_ITEM_ID_OFFSET, "Unit", 7, classification=ItemClassification.progression),
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    "Diamondback": ItemData(8 + SC2WOL_ITEM_ID_OFFSET, "Unit", 8, classification=ItemClassification.progression),
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    "Siege Tank": ItemData(9 + SC2WOL_ITEM_ID_OFFSET, "Unit", 9, classification=ItemClassification.progression),
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    "Medivac": ItemData(10 + SC2WOL_ITEM_ID_OFFSET, "Unit", 10, classification=ItemClassification.progression),
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    "Wraith": ItemData(11 + SC2WOL_ITEM_ID_OFFSET, "Unit", 11, classification=ItemClassification.progression),
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    "Viking": ItemData(12 + SC2WOL_ITEM_ID_OFFSET, "Unit", 12, classification=ItemClassification.progression),
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    "Banshee": ItemData(13 + SC2WOL_ITEM_ID_OFFSET, "Unit", 13, classification=ItemClassification.progression),
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    "Battlecruiser": ItemData(14 + SC2WOL_ITEM_ID_OFFSET, "Unit", 14, classification=ItemClassification.progression),
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    "Ghost": ItemData(15 + SC2WOL_ITEM_ID_OFFSET, "Unit", 15, classification=ItemClassification.progression),
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    "Spectre": ItemData(16 + SC2WOL_ITEM_ID_OFFSET, "Unit", 16, classification=ItemClassification.progression),
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    "Thor": ItemData(17 + SC2WOL_ITEM_ID_OFFSET, "Unit", 17, classification=ItemClassification.progression),
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    "Progressive Infantry Weapon": ItemData(100 + SC2WOL_ITEM_ID_OFFSET, "Upgrade", 0, quantity=3),
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    "Progressive Infantry Armor": ItemData(102 + SC2WOL_ITEM_ID_OFFSET, "Upgrade", 2, quantity=3),
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    "Progressive Vehicle Weapon": ItemData(103 + SC2WOL_ITEM_ID_OFFSET, "Upgrade", 4, quantity=3),
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    "Progressive Vehicle Armor": ItemData(104 + SC2WOL_ITEM_ID_OFFSET, "Upgrade", 6, quantity=3),
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    "Progressive Ship Weapon": ItemData(105 + SC2WOL_ITEM_ID_OFFSET, "Upgrade", 8, quantity=3),
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    "Progressive Ship Armor": ItemData(106 + SC2WOL_ITEM_ID_OFFSET, "Upgrade", 10, quantity=3),
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    "Projectile Accelerator (Bunker)": ItemData(200 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 0, parent_item="Bunker"),
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    "Neosteel Bunker (Bunker)": ItemData(201 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 1, parent_item="Bunker"),
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    "Titanium Housing (Missile Turret)": ItemData(202 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 2, classification=ItemClassification.filler, parent_item="Missile Turret"),
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    "Hellstorm Batteries (Missile Turret)": ItemData(203 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 3, parent_item="Missile Turret"),
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    "Advanced Construction (SCV)": ItemData(204 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 4, parent_item="SCV"),
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    "Dual-Fusion Welders (SCV)": ItemData(205 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 5, parent_item="SCV"),
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    "Fire-Suppression System (Building)": ItemData(206 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 6, classification=ItemClassification.filler),
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    "Orbital Command (Building)": ItemData(207 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 7),
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    "Stimpack (Marine)": ItemData(208 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 8, parent_item="Marine"),
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    "Combat Shield (Marine)": ItemData(209 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 9, classification=ItemClassification.progression, parent_item="Marine"),
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    "Advanced Medic Facilities (Medic)": ItemData(210 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 10, classification=ItemClassification.progression, parent_item="Medic"),
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    "Stabilizer Medpacks (Medic)": ItemData(211 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 11, classification=ItemClassification.progression, parent_item="Medic"),
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    "Incinerator Gauntlets (Firebat)": ItemData(212 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 12, classification=ItemClassification.filler, parent_item="Firebat"),
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    "Juggernaut Plating (Firebat)": ItemData(213 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 13, parent_item="Firebat"),
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    "Concussive Shells (Marauder)": ItemData(214 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 14, parent_item="Marauder"),
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    "Kinetic Foam (Marauder)": ItemData(215 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 15, parent_item="Marauder"),
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    "U-238 Rounds (Reaper)": ItemData(216 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 16, parent_item="Reaper"),
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    "G-4 Clusterbomb (Reaper)": ItemData(217 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 17, classification=ItemClassification.progression, parent_item="Reaper"),
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    "Twin-Linked Flamethrower (Hellion)": ItemData(300 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 0, classification=ItemClassification.filler, parent_item="Hellion"),
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    "Thermite Filaments (Hellion)": ItemData(301 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 1, parent_item="Hellion"),
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    "Cerberus Mine (Vulture)": ItemData(302 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 2, classification=ItemClassification.filler, parent_item="Vulture"),
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    "Replenishable Magazine (Vulture)": ItemData(303 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 3, classification=ItemClassification.filler, parent_item="Vulture"),
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    "Multi-Lock Weapons System (Goliath)": ItemData(304 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 4, parent_item="Goliath"),
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    "Ares-Class Targeting System (Goliath)": ItemData(305 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 5, parent_item="Goliath"),
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    "Tri-Lithium Power Cell (Diamondback)": ItemData(306 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 6, classification=ItemClassification.filler, parent_item="Diamondback"),
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    "Shaped Hull (Diamondback)": ItemData(307 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 7, classification=ItemClassification.filler, parent_item="Diamondback"),
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    "Maelstrom Rounds (Siege Tank)": ItemData(308 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 8, classification=ItemClassification.progression, parent_item="Siege Tank"),
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    "Shaped Blast (Siege Tank)": ItemData(309 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 9, parent_item="Siege Tank"),
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    "Rapid Deployment Tube (Medivac)": ItemData(310 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 10, classification=ItemClassification.filler, parent_item="Medivac"),
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    "Advanced Healing AI (Medivac)": ItemData(311 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 11, classification=ItemClassification.filler, parent_item="Medivac"),
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    "Tomahawk Power Cells (Wraith)": ItemData(312 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 12, classification=ItemClassification.filler, parent_item="Wraith"),
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    "Displacement Field (Wraith)": ItemData(313 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 13, classification=ItemClassification.filler, parent_item="Wraith"),
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    "Ripwave Missiles (Viking)": ItemData(314 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 14, parent_item="Viking"),
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    "Phobos-Class Weapons System (Viking)": ItemData(315 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 15, parent_item="Viking"),
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    "Cross-Spectrum Dampeners (Banshee)": ItemData(316 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 16, classification=ItemClassification.filler, parent_item="Banshee"),
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    "Shockwave Missile Battery (Banshee)": ItemData(317 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 17, parent_item="Banshee"),
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    "Missile Pods (Battlecruiser)": ItemData(318 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 18, classification=ItemClassification.filler, parent_item="Battlecruiser"),
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    "Defensive Matrix (Battlecruiser)": ItemData(319 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 19, classification=ItemClassification.filler, parent_item="Battlecruiser"),
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    "Ocular Implants (Ghost)": ItemData(320 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 20, parent_item="Ghost"),
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    "Crius Suit (Ghost)": ItemData(321 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 21, parent_item="Ghost"),
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    "Psionic Lash (Spectre)": ItemData(322 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 22, classification=ItemClassification.progression, parent_item="Spectre"),
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    "Nyx-Class Cloaking Module (Spectre)": ItemData(323 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 23, parent_item="Spectre"),
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    "330mm Barrage Cannon (Thor)": ItemData(324 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 24, classification=ItemClassification.filler, parent_item="Thor"),
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    "Immortality Protocol (Thor)": ItemData(325 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 25, classification=ItemClassification.filler, parent_item="Thor"),
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    "Bunker": ItemData(400 + SC2WOL_ITEM_ID_OFFSET, "Building", 0, classification=ItemClassification.progression),
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    "Missile Turret": ItemData(401 + SC2WOL_ITEM_ID_OFFSET, "Building", 1, classification=ItemClassification.progression),
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    "Sensor Tower": ItemData(402 + SC2WOL_ITEM_ID_OFFSET, "Building", 2),
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    "War Pigs": ItemData(500 + SC2WOL_ITEM_ID_OFFSET, "Mercenary", 0, classification=ItemClassification.progression),
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    "Devil Dogs": ItemData(501 + SC2WOL_ITEM_ID_OFFSET, "Mercenary", 1, classification=ItemClassification.filler),
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    "Hammer Securities": ItemData(502 + SC2WOL_ITEM_ID_OFFSET, "Mercenary", 2),
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    "Spartan Company": ItemData(503 + SC2WOL_ITEM_ID_OFFSET, "Mercenary", 3, classification=ItemClassification.progression),
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    "Siege Breakers": ItemData(504 + SC2WOL_ITEM_ID_OFFSET, "Mercenary", 4),
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    "Hel's Angel": ItemData(505 + SC2WOL_ITEM_ID_OFFSET, "Mercenary", 5, classification=ItemClassification.progression),
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    "Dusk Wings": ItemData(506 + SC2WOL_ITEM_ID_OFFSET, "Mercenary", 6),
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    "Jackson's Revenge": ItemData(507 + SC2WOL_ITEM_ID_OFFSET, "Mercenary", 7),
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    "Ultra-Capacitors": ItemData(600 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 0),
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    "Vanadium Plating": ItemData(601 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 1),
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    "Orbital Depots": ItemData(602 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 2),
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    "Micro-Filtering": ItemData(603 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 3),
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    "Automated Refinery": ItemData(604 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 4),
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    "Command Center Reactor": ItemData(605 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 5),
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    "Raven": ItemData(606 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 6),
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    "Science Vessel": ItemData(607 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 7, classification=ItemClassification.progression),
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    "Tech Reactor": ItemData(608 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 8),
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    "Orbital Strike": ItemData(609 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 9),
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    "Shrike Turret": ItemData(610 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 10, parent_item="Bunker"),
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    "Fortified Bunker": ItemData(611 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 11, parent_item="Bunker"),
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    "Planetary Fortress": ItemData(612 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 12, classification=ItemClassification.progression),
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    "Perdition Turret": ItemData(613 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 13, classification=ItemClassification.progression),
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    "Predator": ItemData(614 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 14, classification=ItemClassification.filler),
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    "Hercules": ItemData(615 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 15, classification=ItemClassification.progression),
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    "Cellular Reactor": ItemData(616 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 16, classification=ItemClassification.filler),
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    "Regenerative Bio-Steel": ItemData(617 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 17, classification=ItemClassification.filler),
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    "Hive Mind Emulator": ItemData(618 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 18, ItemClassification.progression),
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    "Psi Disrupter": ItemData(619 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 19, classification=ItemClassification.progression),
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    "Zealot": ItemData(700 + SC2WOL_ITEM_ID_OFFSET, "Protoss", 0, classification=ItemClassification.progression),
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    "Stalker": ItemData(701 + SC2WOL_ITEM_ID_OFFSET, "Protoss", 1, classification=ItemClassification.progression),
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    "High Templar": ItemData(702 + SC2WOL_ITEM_ID_OFFSET, "Protoss", 2, classification=ItemClassification.progression),
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    "Dark Templar": ItemData(703 + SC2WOL_ITEM_ID_OFFSET, "Protoss", 3, classification=ItemClassification.progression),
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    "Immortal": ItemData(704 + SC2WOL_ITEM_ID_OFFSET, "Protoss", 4, classification=ItemClassification.progression),
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    "Colossus": ItemData(705 + SC2WOL_ITEM_ID_OFFSET, "Protoss", 5, classification=ItemClassification.progression),
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    "Phoenix": ItemData(706 + SC2WOL_ITEM_ID_OFFSET, "Protoss", 6, classification=ItemClassification.progression),
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    "Void Ray": ItemData(707 + SC2WOL_ITEM_ID_OFFSET, "Protoss", 7, classification=ItemClassification.progression),
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    "Carrier": ItemData(708 + SC2WOL_ITEM_ID_OFFSET, "Protoss", 8, classification=ItemClassification.progression),
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    "+15 Starting Minerals": ItemData(800 + SC2WOL_ITEM_ID_OFFSET, "Minerals", 15, quantity=0, classification=ItemClassification.filler),
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    "+15 Starting Vespene": ItemData(801 + SC2WOL_ITEM_ID_OFFSET, "Vespene", 15, quantity=0, classification=ItemClassification.filler),
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    "+2 Starting Supply": ItemData(802 + SC2WOL_ITEM_ID_OFFSET, "Supply", 2, quantity=0, classification=ItemClassification.filler),
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    # "Keystone Piece": ItemData(850 + SC2WOL_ITEM_ID_OFFSET, "Goal", 0, quantity=0, classification=ItemClassification.progression_skip_balancing)
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}
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basic_units = {
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    'Marine',
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    'Marauder',
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    'Firebat',
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    'Hellion',
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    'Vulture'
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}
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advanced_basic_units = {
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    'Reaper',
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    'Goliath',
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    'Diamondback',
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    'Viking'
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}
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def get_basic_units(world: MultiWorld, player: int) -> typing.Set[str]:
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    if get_option_value(world, player, 'required_tactics') > 0:
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        return basic_units.union(advanced_basic_units)
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    else:
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        return basic_units
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item_name_groups = {}
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for item, data in item_table.items():
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    item_name_groups.setdefault(data.type, []).append(item)
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item_name_groups["Missions"] = ["Beat " + mission_name for mission_name in vanilla_mission_req_table]
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filler_items: typing.Tuple[str, ...] = (
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    '+15 Starting Minerals',
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    '+15 Starting Vespene'
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)
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defense_ratings = {
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    "Siege Tank": 5,
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    "Maelstrom Rounds": 2,
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    "Planetary Fortress": 3,
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    # Bunker w/ Marine/Marauder: 3,
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    "Perdition Turret": 2,
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    "Missile Turret": 2,
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    "Vulture": 2
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}
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zerg_defense_ratings = {
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    "Perdition Turret": 2,
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    # Bunker w/ Firebat
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    "Hive Mind Emulator": 3,
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    "Psi Disruptor": 3
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}
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lookup_id_to_name: typing.Dict[int, str] = {data.code: item_name for item_name, data in get_full_item_list().items() if
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                                            data.code}
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# Map type to expected int
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type_flaggroups: typing.Dict[str, int] = {
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    "Unit": 0,
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    "Upgrade": 1,
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    "Armory 1": 2,
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    "Armory 2": 3,
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    "Building": 4,
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    "Mercenary": 5,
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    "Laboratory": 6,
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    "Protoss": 7,
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    "Minerals": 8,
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    "Vespene": 9,
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    "Supply": 10,
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    "Goal": 11
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}
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