289 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			289 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import typing
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| import math
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| 
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| from BaseClasses import Item, MultiWorld, Tutorial, ItemClassification
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| from .Items import SA2BItem, ItemData, item_table, upgrades_table, junk_table, trap_table
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| from .Locations import SA2BLocation, all_locations, setup_locations
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| from .Options import sa2b_options
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| from .Regions import create_regions, shuffleable_regions, connect_regions, LevelGate, gate_0_whitelist_regions, \
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|     gate_0_blacklist_regions
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| from .Rules import set_rules
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| from .Names import ItemName, LocationName
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| from ..AutoWorld import WebWorld, World
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| from .GateBosses import get_gate_bosses, get_boss_name
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| import Patch
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| 
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| 
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| class SA2BWeb(WebWorld):
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|     theme = "partyTime"
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| 
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|     setup_en = Tutorial(
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|         "Multiworld Setup Guide",
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|         "A guide to setting up the Sonic Adventure 2: Battle randomizer connected to an Archipelago Multiworld.",
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|         "English",
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|         "setup_en.md",
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|         "setup/en",
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|         ["RaspberrySpaceJam", "PoryGone"]
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|     )
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|     
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|     tutorials = [setup_en]
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| 
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| 
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| def check_for_impossible_shuffle(shuffled_levels: typing.List[int], gate_0_range: int, world: MultiWorld):
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|     blacklist_level_count = 0
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| 
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|     for i in range(gate_0_range):
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|         if shuffled_levels[i] in gate_0_blacklist_regions:
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|             blacklist_level_count += 1
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| 
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|     if blacklist_level_count == gate_0_range:
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|         index_to_swap = world.random.randint(0, gate_0_range)
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|         for i in range(len(shuffled_levels)):
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|             if shuffled_levels[i] in gate_0_whitelist_regions:
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|                 shuffled_levels[i], shuffled_levels[index_to_swap] = shuffled_levels[index_to_swap], shuffled_levels[i]
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|                 break
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| 
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| 
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| class SA2BWorld(World):
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|     """
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|     Sonic Adventure 2 Battle is an action platforming game. Play as Sonic, Tails, Knuckles, Shadow, Rouge, and Eggman across 31 stages and prevent the destruction of the earth.
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|     """
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|     game: str = "Sonic Adventure 2 Battle"
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|     option_definitions = sa2b_options
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|     topology_present = False
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|     data_version = 2
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| 
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|     item_name_to_id = {name: data.code for name, data in item_table.items()}
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|     location_name_to_id = all_locations
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| 
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|     location_table: typing.Dict[str, int]
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| 
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|     music_map: typing.Dict[int, int]
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|     emblems_for_cannons_core: int
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|     region_emblem_map: typing.Dict[int, int]
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|     gate_costs: typing.Dict[int, int]
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|     gate_bosses: typing.Dict[int, int]
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|     web = SA2BWeb()
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| 
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|     def _get_slot_data(self):
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|         return {
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|             "ModVersion": 101,
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|             "MusicMap": self.music_map,
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|             "MusicShuffle": self.world.music_shuffle[self.player].value,
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|             "RequiredRank": self.world.required_rank[self.player].value,
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|             "ChaoRaceChecks": self.world.chao_race_checks[self.player].value,
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|             "ChaoGardenDifficulty": self.world.chao_garden_difficulty[self.player].value,
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|             "DeathLink": self.world.death_link[self.player].value,
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|             "IncludeMissions": self.world.include_missions[self.player].value,
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|             "EmblemPercentageForCannonsCore": self.world.emblem_percentage_for_cannons_core[self.player].value,
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|             "NumberOfLevelGates": self.world.number_of_level_gates[self.player].value,
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|             "LevelGateDistribution": self.world.level_gate_distribution[self.player].value,
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|             "EmblemsForCannonsCore": self.emblems_for_cannons_core,
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|             "RegionEmblemMap": self.region_emblem_map,
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|             "GateCosts": self.gate_costs,
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|             "GateBosses": self.gate_bosses,
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|         }
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| 
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|     def _create_items(self, name: str):
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|         data = item_table[name]
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|         return [self.create_item(name)] * data.quantity
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| 
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|     def fill_slot_data(self) -> dict:
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|         slot_data = self._get_slot_data()
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|         slot_data["MusicMap"] = self.music_map
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|         for option_name in sa2b_options:
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|             option = getattr(self.world, option_name)[self.player]
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|             slot_data[option_name] = option.value
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| 
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|         return slot_data
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| 
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|     def get_levels_per_gate(self) -> list:
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|         levels_per_gate = list()
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|         max_gate_index = self.world.number_of_level_gates[self.player]
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|         average_level_count = 30 / (max_gate_index + 1)
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|         levels_added = 0
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| 
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|         for i in range(max_gate_index + 1):
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|             levels_per_gate.append(average_level_count)
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|             levels_added += average_level_count
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|         additional_count_iterator = 0
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|         while levels_added < 30:
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|             levels_per_gate[additional_count_iterator] += 1
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|             levels_added += 1
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|             additional_count_iterator += 1 if additional_count_iterator < max_gate_index else -max_gate_index
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| 
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|         if self.world.level_gate_distribution[self.player] == 0 or self.world.level_gate_distribution[self.player] == 2:
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|             early_distribution = self.world.level_gate_distribution[self.player] == 0
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|             levels_to_distribute = 5
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|             gate_index_offset = 0
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|             while levels_to_distribute > 0:
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|                 if levels_per_gate[0 + gate_index_offset] == 1 or \
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|                         levels_per_gate[max_gate_index - gate_index_offset] == 1:
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|                     break
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|                 if early_distribution:
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|                     levels_per_gate[0 + gate_index_offset] += 1
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|                     levels_per_gate[max_gate_index - gate_index_offset] -= 1
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|                 else:
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|                     levels_per_gate[0 + gate_index_offset] -= 1
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|                     levels_per_gate[max_gate_index - gate_index_offset] += 1
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|                 gate_index_offset += 1
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|                 if gate_index_offset > math.floor(max_gate_index / 2):
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|                     gate_index_offset = 0
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|                 levels_to_distribute -= 1
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| 
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|         return levels_per_gate
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| 
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|     def generate_early(self):
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|         self.gate_bosses = get_gate_bosses(self.world, self.player)
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| 
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|     def generate_basic(self):
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|         self.world.get_location(LocationName.biolizard, self.player).place_locked_item(self.create_item(ItemName.maria))
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| 
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|         itempool: typing.List[SA2BItem] = []
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| 
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|         # First Missions
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|         total_required_locations = len(self.location_table)
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|         total_required_locations -= 1; # Locked Victory Location
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| 
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|         # Fill item pool with all required items
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|         for item in {**upgrades_table}:
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|             itempool += self._create_items(item)
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| 
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|         # Cap at 180 Emblems
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|         raw_emblem_count = total_required_locations - len(itempool)
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|         total_emblem_count = min(raw_emblem_count, 180)
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|         extra_junk_count = raw_emblem_count - total_emblem_count
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| 
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|         self.emblems_for_cannons_core = math.floor(
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|             total_emblem_count * (self.world.emblem_percentage_for_cannons_core[self.player].value / 100.0))
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| 
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|         gate_cost_mult = 1.0
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|         if self.world.level_gate_costs[self.player].value == 0:
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|             gate_cost_mult = 0.6
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|         elif self.world.level_gate_costs[self.player].value == 1:
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|             gate_cost_mult = 0.8
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| 
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|         shuffled_region_list = list(range(30))
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|         emblem_requirement_list = list()
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|         self.world.random.shuffle(shuffled_region_list)
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|         levels_per_gate = self.get_levels_per_gate()
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| 
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|         check_for_impossible_shuffle(shuffled_region_list, math.ceil(levels_per_gate[0]), self.world)
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|         levels_added_to_gate = 0
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|         total_levels_added = 0
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|         current_gate = 0
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|         current_gate_emblems = 0
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|         self.gate_costs = dict()
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|         self.gate_costs[0] = 0
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|         gates = list()
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|         gates.append(LevelGate(0))
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|         for i in range(30):
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|             gates[current_gate].gate_levels.append(shuffled_region_list[i])
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|             emblem_requirement_list.append(current_gate_emblems)
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|             levels_added_to_gate += 1
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|             total_levels_added += 1
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|             if levels_added_to_gate >= levels_per_gate[current_gate]:
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|                 current_gate += 1
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|                 if current_gate > self.world.number_of_level_gates[self.player].value:
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|                     current_gate = self.world.number_of_level_gates[self.player].value
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|                 else:
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|                     current_gate_emblems = max(
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|                         math.floor(total_emblem_count * math.pow(total_levels_added / 30.0, 2.0) * gate_cost_mult), current_gate)
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|                     gates.append(LevelGate(current_gate_emblems))
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|                     self.gate_costs[current_gate] = current_gate_emblems
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|                 levels_added_to_gate = 0
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| 
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|         self.region_emblem_map = dict(zip(shuffled_region_list, emblem_requirement_list))
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| 
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|         connect_regions(self.world, self.player, gates, self.emblems_for_cannons_core, self.gate_bosses)
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| 
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|         max_required_emblems = max(max(emblem_requirement_list), self.emblems_for_cannons_core)
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|         itempool += [self.create_item(ItemName.emblem)] * max_required_emblems
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| 
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|         non_required_emblems = (total_emblem_count - max_required_emblems)
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|         junk_count = math.floor(non_required_emblems * (self.world.junk_fill_percentage[self.player].value / 100.0))
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|         itempool += [self.create_item(ItemName.emblem, True)] * (non_required_emblems - junk_count)
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| 
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|         # Carve Traps out of junk_count
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|         trap_weights = []
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|         trap_weights += ([ItemName.omochao_trap] * self.world.omochao_trap_weight[self.player].value)
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|         trap_weights += ([ItemName.timestop_trap] * self.world.timestop_trap_weight[self.player].value)
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|         trap_weights += ([ItemName.confuse_trap] * self.world.confusion_trap_weight[self.player].value)
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|         trap_weights += ([ItemName.tiny_trap] * self.world.tiny_trap_weight[self.player].value)
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| 
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|         junk_count += extra_junk_count
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|         trap_count = 0 if (len(trap_weights) == 0) else math.ceil(junk_count * (self.world.trap_fill_percentage[self.player].value / 100.0))
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|         junk_count -= trap_count
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| 
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|         junk_pool = []
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|         junk_keys = list(junk_table.keys())
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|         for i in range(junk_count):
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|             junk_item = self.world.random.choice(junk_keys)
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|             junk_pool += [self.create_item(junk_item)]
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| 
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|         itempool += junk_pool
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| 
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|         trap_pool = []
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|         for i in range(trap_count):
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|             trap_item = self.world.random.choice(trap_weights)
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|             trap_pool += [self.create_item(trap_item)]
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| 
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|         itempool += trap_pool
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| 
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|         self.world.itempool += itempool
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| 
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|         # Music Shuffle
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|         if self.world.music_shuffle[self.player] == "levels":
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|             musiclist_o = list(range(0, 47))
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|             musiclist_s = musiclist_o.copy()
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|             self.world.random.shuffle(musiclist_s)
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|             self.music_map = dict(zip(musiclist_o, musiclist_s))
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|         elif self.world.music_shuffle[self.player] == "full":
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|             musiclist_o = list(range(0, 78))
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|             musiclist_s = musiclist_o.copy()
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|             self.world.random.shuffle(musiclist_s)
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|             self.music_map = dict(zip(musiclist_o, musiclist_s))
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|         else:
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|             self.music_map = dict()
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| 
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|     def create_regions(self):
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|         self.location_table = setup_locations(self.world, self.player)
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|         create_regions(self.world, self.player, self.location_table)
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| 
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|     def create_item(self, name: str, force_non_progression=False) -> Item:
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|         data = item_table[name]
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| 
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|         if force_non_progression:
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|             classification = ItemClassification.filler
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|         elif name == ItemName.emblem:
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|             classification = ItemClassification.progression_skip_balancing
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|         elif data.progression:
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|             classification = ItemClassification.progression
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|         elif data.trap:
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|             classification = ItemClassification.trap
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|         else:
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|             classification = ItemClassification.filler
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| 
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|         created_item = SA2BItem(name, classification, data.code, self.player)
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| 
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|         return created_item
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| 
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|     def set_rules(self):
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|         set_rules(self.world, self.player, self.gate_bosses)
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| 
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|     def write_spoiler(self, spoiler_handle: typing.TextIO):
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|         spoiler_handle.write("\n")
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|         header_text = "Sonic Adventure 2 Bosses for {}:\n"
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|         header_text = header_text.format(self.world.player_name[self.player])
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|         spoiler_handle.write(header_text)
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|         for x in range(len(self.gate_bosses.values())):
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|             text = "Gate {0} Boss: {1}\n"
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|             text = text.format((x + 1), get_boss_name(self.gate_bosses[x + 1]))
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|             spoiler_handle.writelines(text)
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| 
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|     @classmethod
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|     def stage_fill_hook(cls, world, progitempool, usefulitempool, filleritempool, fill_locations):
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|         if world.get_game_players("Sonic Adventure 2 Battle"):
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|             progitempool.sort(
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|                 key=lambda item: 0 if (item.name != 'Emblem') else 1)
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