262 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			262 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import string
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from .items import RiskOfRainItem, item_table, item_pool_weights, offset, filler_table, environment_offset
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from .locations import RiskOfRainLocation, item_pickups, get_locations
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from .rules import set_rules
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from .ror2environments import environment_vanilla_table, environment_vanilla_orderedstages_table, \
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    environment_sotv_orderedstages_table, environment_sotv_table, collapse_dict_list_vertical, shift_by_offset
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from BaseClasses import Item, ItemClassification, Tutorial
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from .options import ItemWeights, ROR2Options
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from worlds.AutoWorld import World, WebWorld
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from .regions import create_explore_regions, create_classic_regions
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from typing import List, Dict, Any
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class RiskOfWeb(WebWorld):
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    tutorials = [Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to setting up the Risk of Rain 2 integration for Archipelago multiworld games.",
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        "English",
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        "setup_en.md",
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        "setup/en",
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        ["Ijwu", "Kindasneaki"]
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    )]
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class RiskOfRainWorld(World):
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    """
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     Escape a chaotic alien planet by fighting through hordes of frenzied monsters – with your friends, or on your own.
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     Combine loot in surprising ways and master each character until you become the havoc you feared upon your
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     first crash landing.
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    """
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    game = "Risk of Rain 2"
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    options_dataclass = ROR2Options
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    options: ROR2Options
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    topology_present = False
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    item_name_to_id = {name: data.code for name, data in item_table.items()}
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    item_name_groups = {
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        "Stages": {name for name, data in item_table.items() if data.category == "Stage"},
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        "Environments": {name for name, data in item_table.items() if data.category == "Environment"},
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        "Upgrades": {name for name, data in item_table.items() if data.category == "Upgrade"},
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        "Fillers": {name for name, data in item_table.items() if data.category == "Filler"},
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        "Traps": {name for name, data in item_table.items() if data.category == "Trap"},
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    }
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    location_name_to_id = item_pickups
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    data_version = 9
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    required_client_version = (0, 4, 5)
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    web = RiskOfWeb()
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    total_revivals: int
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    def generate_early(self) -> None:
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        # figure out how many revivals should exist in the pool
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        if self.options.goal == "classic":
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            total_locations = self.options.total_locations.value
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        else:
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            total_locations = len(
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                get_locations(
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                    chests=self.options.chests_per_stage.value,
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                    shrines=self.options.shrines_per_stage.value,
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                    scavengers=self.options.scavengers_per_stage.value,
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                    scanners=self.options.scanner_per_stage.value,
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                    altars=self.options.altars_per_stage.value,
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                    dlc_sotv=bool(self.options.dlc_sotv.value)
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                )
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            )
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        self.total_revivals = int(self.options.total_revivals.value / 100 *
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                                  total_locations)
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        if self.options.start_with_revive:
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            self.total_revivals -= 1
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        if self.options.victory == "voidling" and not self.options.dlc_sotv:
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            self.options.victory.value = self.options.victory.option_any
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    def create_regions(self) -> None:
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        if self.options.goal == "classic":
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            # classic mode
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            create_classic_regions(self)
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        else:
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            # explore mode
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            create_explore_regions(self)
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        self.create_events()
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    def create_items(self) -> None:
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        # shortcut for starting_inventory... The start_with_revive option lets you start with a Dio's Best Friend
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        if self.options.start_with_revive:
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            self.multiworld.push_precollected(self.multiworld.create_item("Dio's Best Friend", self.player))
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        environments_pool = {}
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        # only mess with the environments if they are set as items
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        if self.options.goal == "explore":
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            # check to see if the user doesn't want to use stages, and to figure out what type of stages are being used.
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            if not self.options.require_stages:
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                if not self.options.progressive_stages:
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                    self.multiworld.push_precollected(self.multiworld.create_item("Stage 1", self.player))
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                    self.multiworld.push_precollected(self.multiworld.create_item("Stage 2", self.player))
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                    self.multiworld.push_precollected(self.multiworld.create_item("Stage 3", self.player))
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                    self.multiworld.push_precollected(self.multiworld.create_item("Stage 4", self.player))
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                else:
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                    for _ in range(4):
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                        self.multiworld.push_precollected(self.multiworld.create_item("Progressive Stage", self.player))
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            # figure out all available ordered stages for each tier
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            environment_available_orderedstages_table = environment_vanilla_orderedstages_table
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            if self.options.dlc_sotv:
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                environment_available_orderedstages_table = \
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                    collapse_dict_list_vertical(environment_available_orderedstages_table,
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                                                environment_sotv_orderedstages_table)
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            environments_pool = shift_by_offset(environment_vanilla_table, environment_offset)
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            if self.options.dlc_sotv:
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                environment_offset_table = shift_by_offset(environment_sotv_table, environment_offset)
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                environments_pool = {**environments_pool, **environment_offset_table}
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            # percollect starting environment for stage 1
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            unlock = self.random.choices(list(environment_available_orderedstages_table[0].keys()), k=1)
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            self.multiworld.push_precollected(self.create_item(unlock[0]))
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            environments_pool.pop(unlock[0])
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        # Generate item pool
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        itempool: List[str] = ["Beads of Fealty", "Radar Scanner"]
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        # Add revive items for the player
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        itempool += ["Dio's Best Friend"] * self.total_revivals
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        for env_name, _ in environments_pool.items():
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            itempool += [env_name]
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        if self.options.goal == "classic":
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            # classic mode
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            total_locations = self.options.total_locations.value
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        else:
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            # explore mode
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            # Add Stage items to the pool
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            if self.options.require_stages:
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                itempool += ["Stage 1", "Stage 2", "Stage 3", "Stage 4"] if not self.options.progressive_stages else \
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                    ["Progressive Stage"] * 4
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            total_locations = len(
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                get_locations(
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                    chests=self.options.chests_per_stage.value,
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                    shrines=self.options.shrines_per_stage.value,
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                    scavengers=self.options.scavengers_per_stage.value,
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                    scanners=self.options.scanner_per_stage.value,
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                    altars=self.options.altars_per_stage.value,
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                    dlc_sotv=bool(self.options.dlc_sotv.value)
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                )
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            )
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        # Create junk items
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        junk_pool = self.create_junk_pool()
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        # Fill remaining items with randomly generated junk
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        filler = self.random.choices(*zip(*junk_pool.items()), k=total_locations - len(itempool))
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        itempool.extend(filler)
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        # Convert itempool into real items
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        self.multiworld.itempool += map(self.create_item, itempool)
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    def create_junk_pool(self) -> Dict[str, int]:
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        # if presets are enabled generate junk_pool from the selected preset
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        pool_option = self.options.item_weights.value
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        junk_pool: Dict[str, int] = {}
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        if self.options.item_pool_presets:
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            # generate chaos weights if the preset is chosen
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            if pool_option == ItemWeights.option_chaos:
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                for name, max_value in item_pool_weights[pool_option].items():
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                    junk_pool[name] = self.random.randint(0, max_value)
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            else:
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                junk_pool = item_pool_weights[pool_option].copy()
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        else:  # generate junk pool from user created presets
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            junk_pool = {
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                "Item Scrap, Green": self.options.green_scrap.value,
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                "Item Scrap, Red": self.options.red_scrap.value,
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                "Item Scrap, Yellow": self.options.yellow_scrap.value,
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                "Item Scrap, White": self.options.white_scrap.value,
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                "Common Item": self.options.common_item.value,
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                "Uncommon Item": self.options.uncommon_item.value,
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                "Legendary Item": self.options.legendary_item.value,
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                "Boss Item": self.options.boss_item.value,
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                "Lunar Item": self.options.lunar_item.value,
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                "Void Item": self.options.void_item.value,
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                "Equipment": self.options.equipment.value,
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                "Money": self.options.money.value,
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                "Lunar Coin": self.options.lunar_coin.value,
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                "1000 Exp": self.options.experience.value,
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                "Mountain Trap": self.options.mountain_trap.value,
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                "Time Warp Trap": self.options.time_warp_trap.value,
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                "Combat Trap": self.options.combat_trap.value,
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                "Teleport Trap": self.options.teleport_trap.value,
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            }
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        # remove trap items from the pool (excluding lunar items)
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        if not self.options.enable_trap:
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            junk_pool.pop("Mountain Trap")
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            junk_pool.pop("Time Warp Trap")
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            junk_pool.pop("Combat Trap")
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            junk_pool.pop("Teleport Trap")
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        # remove lunar items from the pool
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        if not (self.options.enable_lunar or pool_option == ItemWeights.option_lunartic):
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            junk_pool.pop("Lunar Item")
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        # remove void items from the pool
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        if not (self.options.dlc_sotv or pool_option == ItemWeights.option_void):
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            junk_pool.pop("Void Item")
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        return junk_pool
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    def create_item(self, name: str) -> Item:
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        data = item_table[name]
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        return RiskOfRainItem(name, data.item_type, data.code, self.player)
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    def set_rules(self) -> None:
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        set_rules(self)
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    def get_filler_item_name(self) -> str:
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        weights = [data.weight for data in filler_table.values()]
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        filler = self.multiworld.random.choices([filler for filler in filler_table.keys()], weights,
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                                                k=1)[0]
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        return filler
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    def fill_slot_data(self) -> Dict[str, Any]:
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        options_dict = self.options.as_dict("item_pickup_step", "shrine_use_step", "goal", "victory", "total_locations",
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                                            "chests_per_stage", "shrines_per_stage", "scavengers_per_stage",
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                                            "scanner_per_stage", "altars_per_stage", "total_revivals",
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                                            "start_with_revive", "final_stage_death", "death_link", "require_stages",
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                                            "progressive_stages", casing="camel")
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        return {
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            **options_dict,
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            "seed": "".join(self.random.choice(string.digits) for _ in range(16)),
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            "offset": offset
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        }
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    def create_events(self) -> None:
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        total_locations = self.options.total_locations.value
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        num_of_events = total_locations // 25
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        if total_locations / 25 == num_of_events:
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            num_of_events -= 1
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        world_region = self.multiworld.get_region("Petrichor V", self.player)
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        if self.options.goal == "classic":
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            # classic mode
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            # only setup Pickups when using classic_mode
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            for i in range(num_of_events):
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                event_loc = RiskOfRainLocation(self.player, f"Pickup{(i + 1) * 25}", None, world_region)
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                event_loc.place_locked_item(
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                    RiskOfRainItem(f"Pickup{(i + 1) * 25}", ItemClassification.progression, None,
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                                   self.player))
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                event_loc.access_rule = \
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                    lambda state, i=i: state.can_reach(f"ItemPickup{((i + 1) * 25) - 1}", "Location", self.player)
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                world_region.locations.append(event_loc)
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        else:
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            # explore mode
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            event_region = self.multiworld.get_region("OrderedStage_5", self.player)
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            event_loc = RiskOfRainLocation(self.player, "Stage 5", None, event_region)
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            event_loc.place_locked_item(RiskOfRainItem("Stage 5", ItemClassification.progression, None, self.player))
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            event_loc.show_in_spoiler = False
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            event_region.locations.append(event_loc)
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            event_loc.access_rule = lambda state: state.has("Sky Meadow", self.player)
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        victory_region = self.multiworld.get_region("Victory", self.player)
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        victory_event = RiskOfRainLocation(self.player, "Victory", None, victory_region)
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        victory_event.place_locked_item(RiskOfRainItem("Victory", ItemClassification.progression, None, self.player))
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        victory_region.locations.append(victory_event)
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