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The itempool definition is moved to the new ItemList file to keep the main clean. Several function calls were adjusted to account for world having two new parameters.
231 lines
10 KiB
Python
231 lines
10 KiB
Python
from BaseClasses import World, CollectionState, Item
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from Regions import create_regions
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from EntranceShuffle import link_entrances
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from Rom import patch_rom, LocalRom, JsonRom
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from Rules import set_rules
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from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
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from Items import ItemFactory
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from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, fill_restrictive, flood_items
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from collections import OrderedDict
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from ItemList import generate_itempool
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import random
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import time
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import logging
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import json
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__version__ = '0.4.7-dev'
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logic_hash = [118, 17, 154, 187, 209, 19, 0, 97, 63, 62, 164, 160, 155, 28, 136, 220, 251, 76, 55, 109, 174, 36, 82, 140, 87, 226, 26, 150, 200, 115, 6, 238,
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85, 229, 49, 141, 66, 199, 112, 212, 182, 98, 249, 54, 201, 161, 148, 126, 179, 5, 47, 162, 108, 152, 67, 203, 239, 15, 211, 132, 198, 124, 221, 81,
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217, 191, 177, 37, 145, 216, 84, 56, 65, 190, 163, 138, 186, 157, 9, 23, 189, 8, 188, 69, 204, 29, 22, 114, 79, 175, 59, 202, 107, 231, 96, 91,
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45, 64, 228, 2, 43, 74, 89, 205, 246, 123, 166, 83, 219, 248, 117, 241, 94, 60, 227, 20, 35, 18, 1, 252, 250, 110, 137, 58, 42, 102, 106, 93,
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101, 105, 193, 77, 39, 119, 223, 73, 51, 218, 78, 100, 21, 247, 41, 214, 170, 185, 237, 130, 12, 24, 92, 180, 16, 178, 235, 4, 240, 158, 57, 197,
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133, 88, 142, 234, 147, 196, 146, 224, 139, 207, 31, 232, 243, 3, 121, 210, 167, 99, 13, 44, 70, 213, 168, 244, 153, 127, 171, 233, 172, 75, 34, 236,
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113, 25, 149, 134, 53, 222, 122, 80, 195, 254, 27, 169, 255, 242, 143, 159, 225, 135, 230, 151, 48, 33, 72, 10, 95, 103, 253, 184, 52, 125, 206, 144,
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128, 32, 61, 176, 215, 50, 194, 40, 183, 173, 131, 46, 111, 90, 192, 208, 86, 181, 68, 104, 129, 116, 165, 156, 11, 14, 120, 30, 71, 245, 7, 38]
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def main(args, seed=None):
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start = time.clock()
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# initialize the world
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world = World(args.shuffle, args.logic, args.mode, args.difficulty, args.timer, args.progressive, args.goal, args.algorithm, not args.nodungeonitems, args.beatableonly, args.shuffleganon, args.quickswap, args.fastmenu, args.keysanity)
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logger = logging.getLogger('')
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if seed is None:
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random.seed(None)
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world.seed = random.randint(0, 999999999)
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else:
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world.seed = int(seed)
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random.seed(world.seed)
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logger.info('ALttP Entrance Randomizer Version %s - Seed: %s\n\n' % (__version__, world.seed))
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create_regions(world)
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create_dungeons(world)
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logger.info('Shuffling the World about.')
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link_entrances(world)
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logger.info('Calculating Access Rules.')
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set_rules(world)
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logger.info('Generating Item Pool.')
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generate_itempool(world)
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logger.info('Placing Dungeon Items.')
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shuffled_locations = None
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if args.algorithm == 'vt26' or args.keysanity:
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shuffled_locations = world.get_unfilled_locations()
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random.shuffle(shuffled_locations)
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fill_dungeons_restrictive(world, shuffled_locations)
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else:
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fill_dungeons(world)
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logger.info('Fill the world.')
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if args.algorithm == 'flood':
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flood_items(world) # different algo, biased towards early game progress items
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elif args.algorithm == 'vt21':
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distribute_items_cutoff(world, 1)
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elif args.algorithm == 'vt22':
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distribute_items_cutoff(world, 0.66)
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elif args.algorithm == 'freshness':
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distribute_items_staleness(world)
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elif args.algorithm == 'vt25':
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distribute_items_restrictive(world, 0)
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elif args.algorithm == 'vt26':
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distribute_items_restrictive(world, random.randint(0, 15), shuffled_locations)
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logger.info('Calculating playthrough.')
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create_playthrough(world)
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logger.info('Patching ROM.')
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if args.sprite is not None:
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sprite = bytearray(open(args.sprite, 'rb').read())
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else:
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sprite = None
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outfilebase = 'ER_%s_%s-%s-%s_%s-%s%s%s%s%s_%s' % (world.logic, world.difficulty, world.mode, world.goal, world.shuffle, world.algorithm, "-keysanity" if world.keysanity else "", "-fastmenu" if world.fastmenu else "", "-quickswap" if world.quickswap else "", "-shuffleganon" if world.shuffle_ganon else "", world.seed)
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if not args.suppress_rom:
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if args.jsonout:
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rom = JsonRom()
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else:
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rom = LocalRom(args.rom)
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patch_rom(world, rom, bytearray(logic_hash), args.heartbeep, sprite)
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if args.jsonout:
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print(json.dumps({'patch': rom.patches, 'spoiler': world.spoiler.to_json()}))
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else:
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rom.write_to_file(args.jsonout or '%s.sfc' % outfilebase)
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if args.create_spoiler and not args.jsonout:
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world.spoiler.to_file('%s_Spoiler.txt' % outfilebase)
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logger.info('Done. Enjoy.')
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logger.debug('Total Time: %s' % (time.clock() - start))
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return world
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def copy_world(world):
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# ToDo: Not good yet
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ret = World(world.shuffle, world.logic, world.mode, world.difficulty, world.timer, world.progressive, world.goal, world.algorithm, world.place_dungeon_items, world.check_beatable_only, world.shuffle_ganon, world.quickswap, world.fastmenu, world.keysanity)
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ret.required_medallions = list(world.required_medallions)
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ret.swamp_patch_required = world.swamp_patch_required
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ret.ganon_at_pyramid = world.ganon_at_pyramid
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ret.treasure_hunt_count = world.treasure_hunt_count
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ret.treasure_hunt_icon = world.treasure_hunt_icon
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ret.sewer_light_cone = world.sewer_light_cone
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ret.light_world_light_cone = world.light_world_light_cone
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ret.dark_world_light_cone = world.dark_world_light_cone
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ret.seed = world.seed
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ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge
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create_regions(ret)
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create_dungeons(ret)
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# connect copied world
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for region in world.regions:
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for entrance in region.entrances:
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ret.get_entrance(entrance.name).connect(ret.get_region(region.name))
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# fill locations
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for location in world.get_locations():
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if location.item is not None:
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item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.type)
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ret.get_location(location.name).item = item
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item.location = ret.get_location(location.name)
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if location.event:
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ret.get_location(location.name).event = True
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# copy remaining itempool. No item in itempool should have an assigned location
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for item in world.itempool:
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ret.itempool.append(Item(item.name, item.advancement, item.priority, item.type))
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# copy progress items in state
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ret.state.prog_items = list(world.state.prog_items)
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set_rules(ret)
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return ret
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def create_playthrough(world):
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# create a copy as we will modify it
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old_world = world
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world = copy_world(world)
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# in treasure hunt and pedestal goals, ganon is invincible
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if world.goal in ['pedestal', 'triforcehunt']:
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world.get_location('Ganon').item = None
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# if we only check for beatable, we can do this sanity check first before writing down spheres
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if world.check_beatable_only and not world.can_beat_game():
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raise RuntimeError('Cannot beat game. Something went terribly wrong here!')
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# get locations containing progress items
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prog_locations = [location for location in world.get_locations() if location.item is not None and (location.item.advancement or (location.item.key and world.keysanity))]
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collection_spheres = []
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state = CollectionState(world)
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sphere_candidates = list(prog_locations)
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logging.getLogger('').debug('Building up collection spheres.')
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while sphere_candidates:
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if not world.keysanity:
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state.sweep_for_events(key_only=True)
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sphere = []
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# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
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for location in sphere_candidates:
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if state.can_reach(location):
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sphere.append(location)
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for location in sphere:
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sphere_candidates.remove(location)
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state.collect(location.item, True)
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collection_spheres.append(sphere)
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logging.getLogger('').debug('Calculated sphere %i, containing %i of %i progress items.' % (len(collection_spheres), len(sphere), len(prog_locations)))
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if not sphere:
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logging.getLogger('').debug('The following items could not be reached: %s' % ['%s at %s' % (location.item.name, location.name) for location in sphere_candidates])
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if not world.check_beatable_only:
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raise RuntimeError('Not all progression items reachable. Something went terribly wrong here.')
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else:
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break
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# in the second phase, we cull each sphere such that the game is still beatable, reducing each range of influence to the bare minimum required inside it
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for sphere in reversed(collection_spheres):
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to_delete = []
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for location in sphere:
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# we remove the item at location and check if game is still beatable
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logging.getLogger('').debug('Checking if %s is required to beat the game.' % location.item.name)
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old_item = location.item
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location.item = None
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state.remove(old_item)
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world._item_cache = {} # need to invalidate
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if world.can_beat_game():
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to_delete.append(location)
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else:
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# still required, got to keep it around
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location.item = old_item
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# cull entries in spheres for spoiler walkthrough at end
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for location in to_delete:
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sphere.remove(location)
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# we are now down to just the required progress items in collection_spheres in a minimum number of spheres. As a cleanup, we right trim empty spheres (can happen if we have multiple triforces)
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collection_spheres = [sphere for sphere in collection_spheres if sphere]
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# store the required locations for statistical analysis
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old_world.required_locations = [location.name for sphere in collection_spheres for location in sphere]
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# we can finally output our playthrough
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old_world.spoiler.playthrough = OrderedDict([(str(i + 1), {str(location): str(location.item) for location in sphere}) for i, sphere in enumerate(collection_spheres)])
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