There were no safeguards on characters being used as keys into a conversion dict. Now there are.
		
			
				
	
	
		
			789 lines
		
	
	
		
			35 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			789 lines
		
	
	
		
			35 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import typing
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import math
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import logging
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from BaseClasses import Item, MultiWorld, Tutorial, ItemClassification
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from .Items import SA2BItem, ItemData, item_table, upgrades_table, emeralds_table, junk_table, trap_table, item_groups, \
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                   eggs_table, fruits_table, seeds_table, hats_table, animals_table, chaos_drives_table
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from .Locations import SA2BLocation, all_locations, setup_locations, chao_animal_event_location_table, black_market_location_table
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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 .AestheticData import chao_name_conversion, sample_chao_names, totally_real_item_names, \
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                           all_exits, all_destinations, multi_rooms, single_rooms, room_to_exits_map, exit_to_room_map, valid_kindergarten_exits
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from worlds.AutoWorld import WebWorld, World
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from .GateBosses import get_gate_bosses, get_boss_rush_bosses, get_boss_name
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from .Missions import get_mission_table, get_mission_count_table, get_first_and_last_cannons_core_missions
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import Patch
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class SA2BWeb(WebWorld):
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    theme = "partyTime"
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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", "Entiss"]
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    )
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    tutorials = [setup_en]
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def check_for_impossible_shuffle(shuffled_levels: typing.List[int], gate_0_range: int, multiworld: MultiWorld):
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    blacklist_level_count = 0
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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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    if blacklist_level_count == gate_0_range:
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        index_to_swap = multiworld.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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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 = 7
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    item_name_groups = item_groups
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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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    location_table: typing.Dict[str, int]
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    mission_map: typing.Dict[int, int]
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    mission_count_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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    boss_rush_map: typing.Dict[int, int]
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    black_market_costs: typing.Dict[int, int]
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    web = SA2BWeb()
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    def fill_slot_data(self) -> dict:
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        return {
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            "ModVersion": 203,
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            "Goal": self.options.goal.value,
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            "MusicMap": self.generate_music_data(),
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            "VoiceMap": self.generate_voice_data(),
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            "DefaultEggMap": self.generate_chao_egg_data(),
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            "DefaultChaoNameMap": self.generate_chao_name_data(),
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            "MissionMap": self.mission_map,
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            "MissionCountMap": self.mission_count_map,
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            "MusicShuffle": self.options.music_shuffle.value,
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            "Narrator": self.options.narrator.value,
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            "MinigameTrapDifficulty": self.options.minigame_trap_difficulty.value,
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            "RingLoss": self.options.ring_loss.value,
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            "RingLink": self.options.ring_link.value,
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            "RequiredRank": self.options.required_rank.value,
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            "ChaoKeys": self.options.keysanity.value,
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            "Whistlesanity": self.options.whistlesanity.value,
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            "GoldBeetles": self.options.beetlesanity.value,
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            "OmochaoChecks": self.options.omosanity.value,
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            "AnimalChecks": self.options.animalsanity.value,
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            "KartRaceChecks": self.options.kart_race_checks.value,
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            "ChaoStadiumChecks": self.options.chao_stadium_checks.value,
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            "ChaoRaceDifficulty": self.options.chao_race_difficulty.value,
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            "ChaoKarateDifficulty": self.options.chao_karate_difficulty.value,
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            "ChaoStats": self.options.chao_stats.value,
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            "ChaoStatsFrequency": self.options.chao_stats_frequency.value,
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            "ChaoStatsStamina": self.options.chao_stats_stamina.value,
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            "ChaoStatsHidden": self.options.chao_stats_hidden.value,
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            "ChaoAnimalParts": self.options.chao_animal_parts.value,
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            "ChaoKindergarten": self.options.chao_kindergarten.value,
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            "BlackMarketSlots": self.options.black_market_slots.value,
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            "BlackMarketData": self.generate_black_market_data(),
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            "BlackMarketUnlockCosts": self.black_market_costs,
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            "BlackMarketUnlockSetting": self.options.black_market_unlock_costs.value,
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            "ChaoERLayout": self.generate_er_layout(),
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            "DeathLink": self.options.death_link.value,
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            "EmblemPercentageForCannonsCore": self.options.emblem_percentage_for_cannons_core.value,
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            "RequiredCannonsCoreMissions": self.options.required_cannons_core_missions.value,
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            "NumberOfLevelGates": self.options.number_of_level_gates.value,
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            "LevelGateDistribution": self.options.level_gate_distribution.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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            "BossRushMap": self.boss_rush_map,
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            "PlayerNum": self.player,
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        }
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    def generate_early(self):
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        if self.options.goal.value == 3:
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            # Turn off everything else for Grand Prix goal
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            self.options.number_of_level_gates.value = 0
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            self.options.emblem_percentage_for_cannons_core.value = 0
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            self.options.chao_race_difficulty.value = 0
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            self.options.chao_karate_difficulty.value = 0
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            self.options.chao_stats.value = 0
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            self.options.chao_animal_parts.value = 0
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            self.options.chao_kindergarten.value = 0
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            self.options.black_market_slots.value = 0
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            self.options.junk_fill_percentage.value = 100
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            self.options.trap_fill_percentage.value = 100
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            self.options.omochao_trap_weight.value = 0
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            self.options.timestop_trap_weight.value = 0
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            self.options.confusion_trap_weight.value = 0
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            self.options.tiny_trap_weight.value = 0
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            self.options.gravity_trap_weight.value = 0
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            self.options.ice_trap_weight.value = 0
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            self.options.slow_trap_weight.value = 0
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            self.options.cutscene_trap_weight.value = 0
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            valid_trap_weights = self.options.exposition_trap_weight.value + \
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                                 self.options.reverse_trap_weight.value + \
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                                 self.options.pong_trap_weight.value
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            if valid_trap_weights == 0:
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                self.options.exposition_trap_weight.value = 4
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                self.options.reverse_trap_weight.value = 4
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                self.options.pong_trap_weight.value = 4
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            if self.options.kart_race_checks.value == 0:
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                self.options.kart_race_checks.value = 2
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            self.gate_bosses = {}
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            self.boss_rush_map = {}
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        else:
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            self.gate_bosses   = get_gate_bosses(self.multiworld, self)
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            self.boss_rush_map = get_boss_rush_bosses(self.multiworld, self)
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    def create_regions(self):
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        self.mission_map       = get_mission_table(self.multiworld, self, self.player)
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        self.mission_count_map = get_mission_count_table(self.multiworld, self, self.player)
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        self.location_table = setup_locations(self, self.player, self.mission_map, self.mission_count_map)
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        create_regions(self.multiworld, self, self.player, self.location_table)
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        # Not Generate Basic
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        self.black_market_costs = dict()
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        if self.options.goal.value in [0, 2, 4, 5, 6]:
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            self.multiworld.get_location(LocationName.finalhazard, self.player).place_locked_item(self.create_item(ItemName.maria))
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        elif self.options.goal.value == 1:
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            self.multiworld.get_location(LocationName.green_hill, self.player).place_locked_item(self.create_item(ItemName.maria))
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        elif self.options.goal.value == 3:
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            self.multiworld.get_location(LocationName.grand_prix, self.player).place_locked_item(self.create_item(ItemName.maria))
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        elif self.options.goal.value == 7:
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            self.multiworld.get_location(LocationName.chaos_chao, self.player).place_locked_item(self.create_item(ItemName.maria))
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            for animal_name in chao_animal_event_location_table.keys():
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                animal_region = self.multiworld.get_region(animal_name, self.player)
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                animal_event_location = SA2BLocation(self.player, animal_name, None, animal_region)
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                animal_region.locations.append(animal_event_location)
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                animal_event_item = SA2BItem(animal_name, ItemClassification.progression, None, self.player)
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                self.multiworld.get_location(animal_name, self.player).place_locked_item(animal_event_item)
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        itempool: typing.List[SA2BItem] = []
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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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        if self.options.goal.value != 3:
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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_item(item, False, self.options.goal.value)]
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            if self.options.goal.value in [1, 2, 6]:
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                # Some flavor of Chaos Emerald Hunt
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                for item in {**emeralds_table}:
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                    itempool.append(self.create_item(item))
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            # Black Market
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            itempool += [self.create_item(ItemName.market_token) for _ in range(self.options.black_market_slots.value)]
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            black_market_unlock_mult = 1.0
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            if self.options.black_market_unlock_costs.value == 0:
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                black_market_unlock_mult = 0.5
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            elif self.options.black_market_unlock_costs.value == 1:
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                black_market_unlock_mult = 0.75
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            for i in range(self.options.black_market_slots.value):
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                self.black_market_costs[i] = math.floor((i + 1) * black_market_unlock_mult)
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        # Cap at player-specified Emblem count
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        raw_emblem_count = total_required_locations - len(itempool)
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        total_emblem_count = min(raw_emblem_count, self.options.max_emblem_cap.value)
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        extra_junk_count = raw_emblem_count - total_emblem_count
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        self.emblems_for_cannons_core = math.floor(
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            total_emblem_count * (self.options.emblem_percentage_for_cannons_core.value / 100.0))
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        gate_cost_mult = 1.0
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        if self.options.level_gate_costs.value == 0:
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            gate_cost_mult = 0.6
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        elif self.options.level_gate_costs.value == 1:
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            gate_cost_mult = 0.8
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        shuffled_region_list = list(range(30))
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        emblem_requirement_list = list()
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        self.multiworld.random.shuffle(shuffled_region_list)
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        levels_per_gate = self.get_levels_per_gate()
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        check_for_impossible_shuffle(shuffled_region_list, math.ceil(levels_per_gate[0]), self.multiworld)
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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.options.number_of_level_gates.value:
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                    current_gate = self.options.number_of_level_gates.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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        self.region_emblem_map = dict(zip(shuffled_region_list, emblem_requirement_list))
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        first_cannons_core_mission, final_cannons_core_mission = get_first_and_last_cannons_core_missions(self.mission_map, self.mission_count_map)
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        connect_regions(self.multiworld, self, self.player, gates, self.emblems_for_cannons_core, self.gate_bosses, self.boss_rush_map, first_cannons_core_mission, final_cannons_core_mission)
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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) for _ in range(max_required_emblems)]
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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.options.junk_fill_percentage.value / 100.0))
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        itempool += [self.create_item(ItemName.emblem, True) for _ in range(non_required_emblems - junk_count)]
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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.options.omochao_trap_weight.value)
 | 
						|
        trap_weights += ([ItemName.timestop_trap] * self.options.timestop_trap_weight.value)
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						|
        trap_weights += ([ItemName.confuse_trap] * self.options.confusion_trap_weight.value)
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        trap_weights += ([ItemName.tiny_trap] * self.options.tiny_trap_weight.value)
 | 
						|
        trap_weights += ([ItemName.gravity_trap] * self.options.gravity_trap_weight.value)
 | 
						|
        trap_weights += ([ItemName.exposition_trap] * self.options.exposition_trap_weight.value)
 | 
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        #trap_weights += ([ItemName.darkness_trap] * self.options.darkness_trap_weight.value)
 | 
						|
        trap_weights += ([ItemName.ice_trap] * self.options.ice_trap_weight.value)
 | 
						|
        trap_weights += ([ItemName.slow_trap] * self.options.slow_trap_weight.value)
 | 
						|
        trap_weights += ([ItemName.cutscene_trap] * self.options.cutscene_trap_weight.value)
 | 
						|
        trap_weights += ([ItemName.reverse_trap] * self.options.reverse_trap_weight.value)
 | 
						|
        trap_weights += ([ItemName.pong_trap] * self.options.pong_trap_weight.value)
 | 
						|
 | 
						|
        junk_count += extra_junk_count
 | 
						|
        trap_count = 0 if (len(trap_weights) == 0) else math.ceil(junk_count * (self.options.trap_fill_percentage.value / 100.0))
 | 
						|
        junk_count -= trap_count
 | 
						|
 | 
						|
        chao_active = self.any_chao_locations_active()
 | 
						|
        junk_pool = []
 | 
						|
        junk_keys = list(junk_table.keys())
 | 
						|
 | 
						|
        # Chao Junk
 | 
						|
        if chao_active:
 | 
						|
            junk_keys += list(chaos_drives_table.keys())
 | 
						|
        eggs_keys = list(eggs_table.keys())
 | 
						|
        fruits_keys = list(fruits_table.keys())
 | 
						|
        seeds_keys = list(seeds_table.keys())
 | 
						|
        hats_keys = list(hats_table.keys())
 | 
						|
        eggs_count = 0
 | 
						|
        seeds_count = 0
 | 
						|
        hats_count = 0
 | 
						|
 | 
						|
        for i in range(junk_count):
 | 
						|
            junk_type = self.random.randint(0, len(junk_keys) + 3)
 | 
						|
 | 
						|
            if chao_active and junk_type == len(junk_keys) + 0 and eggs_count < 20:
 | 
						|
                junk_item = self.multiworld.random.choice(eggs_keys)
 | 
						|
                junk_pool.append(self.create_item(junk_item))
 | 
						|
                eggs_count += 1
 | 
						|
            elif chao_active and junk_type == len(junk_keys) + 1:
 | 
						|
                junk_item = self.multiworld.random.choice(fruits_keys)
 | 
						|
                junk_pool.append(self.create_item(junk_item))
 | 
						|
            elif chao_active and junk_type == len(junk_keys) + 2 and seeds_count < 12:
 | 
						|
                junk_item = self.multiworld.random.choice(seeds_keys)
 | 
						|
                junk_pool.append(self.create_item(junk_item))
 | 
						|
                seeds_count += 1
 | 
						|
            elif chao_active and junk_type == len(junk_keys) + 3 and hats_count < 20:
 | 
						|
                junk_item = self.multiworld.random.choice(hats_keys)
 | 
						|
                junk_pool.append(self.create_item(junk_item))
 | 
						|
                hats_count += 1
 | 
						|
            else:
 | 
						|
                junk_item = self.multiworld.random.choice(junk_keys)
 | 
						|
                junk_pool.append(self.create_item(junk_item))
 | 
						|
 | 
						|
        itempool += junk_pool
 | 
						|
 | 
						|
        trap_pool = []
 | 
						|
        for i in range(trap_count):
 | 
						|
            trap_item = self.multiworld.random.choice(trap_weights)
 | 
						|
            trap_pool.append(self.create_item(trap_item))
 | 
						|
 | 
						|
        itempool += trap_pool
 | 
						|
 | 
						|
        self.multiworld.itempool += itempool
 | 
						|
 | 
						|
 | 
						|
 | 
						|
    def create_item(self, name: str, force_non_progression=False, goal=0) -> Item:
 | 
						|
        data = item_table[name]
 | 
						|
 | 
						|
        if force_non_progression:
 | 
						|
            classification = ItemClassification.filler
 | 
						|
        elif name == ItemName.emblem or \
 | 
						|
             name in emeralds_table.keys() or \
 | 
						|
             (name == ItemName.knuckles_shovel_claws and goal in [4, 5]):
 | 
						|
            classification = ItemClassification.progression_skip_balancing
 | 
						|
        elif data.progression:
 | 
						|
            classification = ItemClassification.progression
 | 
						|
        elif data.trap:
 | 
						|
            classification = ItemClassification.trap
 | 
						|
        else:
 | 
						|
            classification = ItemClassification.filler
 | 
						|
 | 
						|
        created_item = SA2BItem(name, classification, data.code, self.player)
 | 
						|
 | 
						|
        return created_item
 | 
						|
 | 
						|
    def get_filler_item_name(self) -> str:
 | 
						|
        junk_keys = list(junk_table.keys())
 | 
						|
 | 
						|
        # Chao Junk
 | 
						|
        if self.any_chao_locations_active():
 | 
						|
            junk_keys += list(chaos_drives_table.keys())
 | 
						|
 | 
						|
        return self.multiworld.random.choice(junk_keys)
 | 
						|
 | 
						|
    def set_rules(self):
 | 
						|
        set_rules(self.multiworld, self, self.player, self.gate_bosses, self.boss_rush_map, self.mission_map, self.mission_count_map, self.black_market_costs)
 | 
						|
 | 
						|
    def write_spoiler(self, spoiler_handle: typing.TextIO):
 | 
						|
        if self.options.number_of_level_gates.value > 0 or self.options.goal.value in [4, 5, 6]:
 | 
						|
            spoiler_handle.write("\n")
 | 
						|
            header_text = "Sonic Adventure 2 Bosses for {}:\n"
 | 
						|
            header_text = header_text.format(self.multiworld.player_name[self.player])
 | 
						|
            spoiler_handle.write(header_text)
 | 
						|
 | 
						|
            if self.options.number_of_level_gates.value > 0:
 | 
						|
                for x in range(len(self.gate_bosses.values())):
 | 
						|
                    text = "Gate {0} Boss: {1}\n"
 | 
						|
                    text = text.format((x + 1), get_boss_name(self.gate_bosses[x + 1]))
 | 
						|
                    spoiler_handle.writelines(text)
 | 
						|
                spoiler_handle.write("\n")
 | 
						|
 | 
						|
            if self.options.goal.value in [4, 5, 6]:
 | 
						|
                for x in range(len(self.boss_rush_map.values())):
 | 
						|
                    text = "Boss Rush Boss {0}: {1}\n"
 | 
						|
                    text = text.format((x + 1), get_boss_name(self.boss_rush_map[x]))
 | 
						|
                    spoiler_handle.writelines(text)
 | 
						|
                spoiler_handle.write("\n")
 | 
						|
 | 
						|
    def extend_hint_information(self, hint_data: typing.Dict[int, typing.Dict[int, str]]):
 | 
						|
        gate_names = [
 | 
						|
            LocationName.gate_0_region,
 | 
						|
            LocationName.gate_1_region,
 | 
						|
            LocationName.gate_2_region,
 | 
						|
            LocationName.gate_3_region,
 | 
						|
            LocationName.gate_4_region,
 | 
						|
            LocationName.gate_5_region,
 | 
						|
        ]
 | 
						|
        no_hint_region_names = [
 | 
						|
            LocationName.cannon_core_region,
 | 
						|
            LocationName.chao_race_beginner_region,
 | 
						|
            LocationName.chao_race_intermediate_region,
 | 
						|
            LocationName.chao_race_expert_region,
 | 
						|
            LocationName.chao_karate_beginner_region,
 | 
						|
            LocationName.chao_karate_intermediate_region,
 | 
						|
            LocationName.chao_karate_expert_region,
 | 
						|
            LocationName.chao_karate_super_region,
 | 
						|
            LocationName.kart_race_beginner_region,
 | 
						|
            LocationName.kart_race_standard_region,
 | 
						|
            LocationName.kart_race_expert_region,
 | 
						|
            LocationName.chao_kindergarten_region,
 | 
						|
            LocationName.black_market_region,
 | 
						|
        ]
 | 
						|
        er_hint_data = {}
 | 
						|
        for i in range(self.options.number_of_level_gates.value + 1):
 | 
						|
            gate_name = gate_names[i]
 | 
						|
            gate_region = self.multiworld.get_region(gate_name, self.player)
 | 
						|
            if not gate_region:
 | 
						|
                continue
 | 
						|
            for exit in gate_region.exits:
 | 
						|
                if exit.connected_region.name in gate_names or exit.connected_region.name in no_hint_region_names:
 | 
						|
                    continue
 | 
						|
                level_region = exit.connected_region
 | 
						|
                for location in level_region.locations:
 | 
						|
                    er_hint_data[location.address] = gate_name
 | 
						|
 | 
						|
        for i in range(self.options.black_market_slots.value):
 | 
						|
            location = self.multiworld.get_location(LocationName.chao_black_market_base + str(i + 1), self.player)
 | 
						|
            er_hint_data[location.address] = str(self.black_market_costs[i]) + " " + str(ItemName.market_token)
 | 
						|
 | 
						|
 | 
						|
        hint_data[self.player] = er_hint_data
 | 
						|
 | 
						|
    @classmethod
 | 
						|
    def stage_fill_hook(cls, multiworld: MultiWorld, progitempool, usefulitempool, filleritempool, fill_locations):
 | 
						|
        if multiworld.get_game_players("Sonic Adventure 2 Battle"):
 | 
						|
            progitempool.sort(
 | 
						|
                key=lambda item: 0 if (item.name != 'Emblem') else 1)
 | 
						|
 | 
						|
    def get_levels_per_gate(self) -> list:
 | 
						|
        levels_per_gate = list()
 | 
						|
        max_gate_index = self.options.number_of_level_gates
 | 
						|
        average_level_count = 30 / (max_gate_index + 1)
 | 
						|
        levels_added = 0
 | 
						|
 | 
						|
        for i in range(max_gate_index + 1):
 | 
						|
            levels_per_gate.append(average_level_count)
 | 
						|
            levels_added += average_level_count
 | 
						|
        additional_count_iterator = 0
 | 
						|
        while levels_added < 30:
 | 
						|
            levels_per_gate[additional_count_iterator] += 1
 | 
						|
            levels_added += 1
 | 
						|
            additional_count_iterator += 1 if additional_count_iterator < max_gate_index else -max_gate_index
 | 
						|
 | 
						|
        if self.options.level_gate_distribution == 0 or self.options.level_gate_distribution == 2:
 | 
						|
            early_distribution = self.options.level_gate_distribution == 0
 | 
						|
            levels_to_distribute = 5
 | 
						|
            gate_index_offset = 0
 | 
						|
            while levels_to_distribute > 0:
 | 
						|
                if levels_per_gate[0 + gate_index_offset] == 1 or \
 | 
						|
                        levels_per_gate[max_gate_index - gate_index_offset] == 1:
 | 
						|
                    break
 | 
						|
                if early_distribution:
 | 
						|
                    levels_per_gate[0 + gate_index_offset] += 1
 | 
						|
                    levels_per_gate[max_gate_index - gate_index_offset] -= 1
 | 
						|
                else:
 | 
						|
                    levels_per_gate[0 + gate_index_offset] -= 1
 | 
						|
                    levels_per_gate[max_gate_index - gate_index_offset] += 1
 | 
						|
                gate_index_offset += 1
 | 
						|
                if gate_index_offset > math.floor(max_gate_index / 2):
 | 
						|
                    gate_index_offset = 0
 | 
						|
                levels_to_distribute -= 1
 | 
						|
 | 
						|
        return levels_per_gate
 | 
						|
 | 
						|
    def any_chao_locations_active(self) -> bool:
 | 
						|
        if self.options.chao_race_difficulty.value > 0 or \
 | 
						|
           self.options.chao_karate_difficulty.value > 0 or \
 | 
						|
           self.options.chao_stats.value > 0 or \
 | 
						|
           self.options.chao_animal_parts or \
 | 
						|
           self.options.chao_kindergarten or \
 | 
						|
           self.options.black_market_slots.value > 0:
 | 
						|
            return True;
 | 
						|
 | 
						|
        return False
 | 
						|
 | 
						|
    def generate_music_data(self) -> typing.Dict[int, int]:
 | 
						|
        if self.options.music_shuffle == "levels":
 | 
						|
            musiclist_o = list(range(0, 47))
 | 
						|
            musiclist_s = musiclist_o.copy()
 | 
						|
            self.random.shuffle(musiclist_s)
 | 
						|
            musiclist_o.extend(range(47, 78))
 | 
						|
            musiclist_s.extend(range(47, 78))
 | 
						|
 | 
						|
            if self.options.sadx_music.value == 1:
 | 
						|
                musiclist_s = [x+100 for x in musiclist_s]
 | 
						|
            elif self.options.sadx_music.value == 2:
 | 
						|
                for i in range(len(musiclist_s)):
 | 
						|
                    if self.random.randint(0,1):
 | 
						|
                        musiclist_s[i] += 100
 | 
						|
 | 
						|
            return dict(zip(musiclist_o, musiclist_s))
 | 
						|
        elif self.options.music_shuffle == "full":
 | 
						|
            musiclist_o = list(range(0, 78))
 | 
						|
            musiclist_s = musiclist_o.copy()
 | 
						|
            self.random.shuffle(musiclist_s)
 | 
						|
 | 
						|
            if self.options.sadx_music.value == 1:
 | 
						|
                musiclist_s = [x+100 for x in musiclist_s]
 | 
						|
            elif self.options.sadx_music.value == 2:
 | 
						|
                for i in range(len(musiclist_s)):
 | 
						|
                    if self.random.randint(0,1):
 | 
						|
                        musiclist_s[i] += 100
 | 
						|
 | 
						|
            return dict(zip(musiclist_o, musiclist_s))
 | 
						|
        elif self.options.music_shuffle == "singularity":
 | 
						|
            musiclist_o = list(range(0, 78))
 | 
						|
            musiclist_s = [self.random.choice(musiclist_o)] * len(musiclist_o)
 | 
						|
 | 
						|
            if self.options.sadx_music.value == 1:
 | 
						|
                musiclist_s = [x+100 for x in musiclist_s]
 | 
						|
            elif self.options.sadx_music.value == 2:
 | 
						|
                if self.random.randint(0,1):
 | 
						|
                    musiclist_s = [x+100 for x in musiclist_s]
 | 
						|
 | 
						|
            return dict(zip(musiclist_o, musiclist_s))
 | 
						|
        else:
 | 
						|
            musiclist_o = list(range(0, 78))
 | 
						|
            musiclist_s = musiclist_o.copy()
 | 
						|
 | 
						|
            if self.options.sadx_music.value == 1:
 | 
						|
                musiclist_s = [x+100 for x in musiclist_s]
 | 
						|
            elif self.options.sadx_music.value == 2:
 | 
						|
                for i in range(len(musiclist_s)):
 | 
						|
                    if self.random.randint(0,1):
 | 
						|
                        musiclist_s[i] += 100
 | 
						|
 | 
						|
            return dict(zip(musiclist_o, musiclist_s))
 | 
						|
 | 
						|
    def generate_voice_data(self) -> typing.Dict[int, int]:
 | 
						|
        if self.options.voice_shuffle == "shuffled":
 | 
						|
            voicelist_o = list(range(0, 2623))
 | 
						|
            voicelist_s = voicelist_o.copy()
 | 
						|
            self.random.shuffle(voicelist_s)
 | 
						|
 | 
						|
            return dict(zip(voicelist_o, voicelist_s))
 | 
						|
        elif self.options.voice_shuffle == "rude":
 | 
						|
            voicelist_o = list(range(0, 2623))
 | 
						|
            voicelist_s = voicelist_o.copy()
 | 
						|
            self.random.shuffle(voicelist_s)
 | 
						|
 | 
						|
            for i in range(len(voicelist_s)):
 | 
						|
                if self.random.randint(1,100) > 80:
 | 
						|
                    voicelist_s[i] = 17
 | 
						|
 | 
						|
            return dict(zip(voicelist_o, voicelist_s))
 | 
						|
        elif self.options.voice_shuffle == "chao":
 | 
						|
            voicelist_o = list(range(0, 2623))
 | 
						|
            voicelist_s = voicelist_o.copy()
 | 
						|
            self.random.shuffle(voicelist_s)
 | 
						|
 | 
						|
            for i in range(len(voicelist_s)):
 | 
						|
                voicelist_s[i] = self.random.choice(range(2586, 2608))
 | 
						|
 | 
						|
            return dict(zip(voicelist_o, voicelist_s))
 | 
						|
        elif self.options.voice_shuffle == "singularity":
 | 
						|
            voicelist_o = list(range(0, 2623))
 | 
						|
            voicelist_s = [self.random.choice(voicelist_o)] * len(voicelist_o)
 | 
						|
 | 
						|
            return dict(zip(voicelist_o, voicelist_s))
 | 
						|
        else:
 | 
						|
            voicelist_o = list(range(0, 2623))
 | 
						|
            voicelist_s = voicelist_o.copy()
 | 
						|
 | 
						|
            return dict(zip(voicelist_o, voicelist_s))
 | 
						|
 | 
						|
    def generate_chao_egg_data(self) -> typing.Dict[int, int]:
 | 
						|
        if self.options.shuffle_starting_chao_eggs:
 | 
						|
            egglist_o = list(range(0, 4))
 | 
						|
            egglist_s = self.random.sample(range(0,54), 4)
 | 
						|
 | 
						|
            return dict(zip(egglist_o, egglist_s))
 | 
						|
        else:
 | 
						|
            # Indicate these are not shuffled
 | 
						|
            egglist_o = [0, 1, 2, 3]
 | 
						|
            egglist_s = [255, 255, 255, 255]
 | 
						|
 | 
						|
            return dict(zip(egglist_o, egglist_s))
 | 
						|
 | 
						|
    def generate_chao_name_data(self) -> typing.Dict[int, int]:
 | 
						|
        number_of_names = 30
 | 
						|
        name_list_o = list(range(number_of_names * 7))
 | 
						|
        name_list_s = []
 | 
						|
 | 
						|
        name_list_base = []
 | 
						|
        name_list_copy = list(self.multiworld.player_name.values())
 | 
						|
        name_list_copy.remove(self.multiworld.player_name[self.player])
 | 
						|
 | 
						|
        if len(name_list_copy) >= number_of_names:
 | 
						|
            name_list_base = self.random.sample(name_list_copy, number_of_names)
 | 
						|
        else:
 | 
						|
            name_list_base = name_list_copy
 | 
						|
            self.random.shuffle(name_list_base)
 | 
						|
 | 
						|
            name_list_base += self.random.sample(sample_chao_names, number_of_names - len(name_list_base))
 | 
						|
 | 
						|
        for name in name_list_base:
 | 
						|
            for char_idx in range(7):
 | 
						|
                if char_idx < len(name):
 | 
						|
                    name_list_s.append(chao_name_conversion.get(name[char_idx], 0x5F))
 | 
						|
                else:
 | 
						|
                    name_list_s.append(0x00)
 | 
						|
 | 
						|
        return dict(zip(name_list_o, name_list_s))
 | 
						|
 | 
						|
    def generate_black_market_data(self) -> typing.Dict[int, int]:
 | 
						|
        if self.options.black_market_slots.value == 0:
 | 
						|
            return {}
 | 
						|
 | 
						|
        ring_costs = [50, 75, 100]
 | 
						|
 | 
						|
        market_data = {}
 | 
						|
        item_names = []
 | 
						|
        player_names = []
 | 
						|
        progression_flags = []
 | 
						|
        totally_real_item_names_copy = totally_real_item_names.copy()
 | 
						|
        location_names = [(LocationName.chao_black_market_base + str(i)) for i in range(1, self.options.black_market_slots.value + 1)]
 | 
						|
        locations = [self.multiworld.get_location(location_name, self.player) for location_name in location_names]
 | 
						|
        for location in locations:
 | 
						|
            if location.item.classification & ItemClassification.trap:
 | 
						|
                item_name = self.random.choice(totally_real_item_names_copy)
 | 
						|
                totally_real_item_names_copy.remove(item_name)
 | 
						|
                item_names.append(item_name)
 | 
						|
            else:
 | 
						|
                item_names.append(location.item.name)
 | 
						|
            player_names.append(self.multiworld.player_name[location.item.player])
 | 
						|
 | 
						|
            if location.item.classification & ItemClassification.progression or location.item.classification & ItemClassification.trap:
 | 
						|
                progression_flags.append(2)
 | 
						|
            elif location.item.classification & ItemClassification.useful:
 | 
						|
                progression_flags.append(1)
 | 
						|
            else:
 | 
						|
                progression_flags.append(0)
 | 
						|
 | 
						|
        for item_idx in range(self.options.black_market_slots.value):
 | 
						|
            for chr_idx in range(len(item_names[item_idx][:26])):
 | 
						|
                market_data[(item_idx * 46) + chr_idx] = ord(item_names[item_idx][chr_idx])
 | 
						|
            for chr_idx in range(len(player_names[item_idx][:16])):
 | 
						|
                market_data[(item_idx * 46) + 26 + chr_idx] = ord(player_names[item_idx][chr_idx])
 | 
						|
 | 
						|
            market_data[(item_idx * 46) + 42] = ring_costs[progression_flags[item_idx]] * self.options.black_market_price_multiplier.value
 | 
						|
 | 
						|
        return market_data
 | 
						|
 | 
						|
    def generate_er_layout(self) -> typing.Dict[int, int]:
 | 
						|
        if not self.options.chao_entrance_randomization:
 | 
						|
            return {}
 | 
						|
 | 
						|
        er_layout = {}
 | 
						|
 | 
						|
        start_exit = self.random.randint(0, 3)
 | 
						|
        accessible_rooms = []
 | 
						|
 | 
						|
        multi_rooms_copy      = multi_rooms.copy()
 | 
						|
        single_rooms_copy     = single_rooms.copy()
 | 
						|
        all_exits_copy        = all_exits.copy()
 | 
						|
        all_destinations_copy = all_destinations.copy()
 | 
						|
 | 
						|
        multi_rooms_copy.remove(0x07)
 | 
						|
        accessible_rooms.append(0x07)
 | 
						|
 | 
						|
        # Place Kindergarten somewhere sane
 | 
						|
        exit_choice = self.random.choice(valid_kindergarten_exits)
 | 
						|
        exit_room = exit_to_room_map[exit_choice]
 | 
						|
        all_exits_copy.remove(exit_choice)
 | 
						|
        multi_rooms_copy.remove(exit_room)
 | 
						|
 | 
						|
        destination = 0x06
 | 
						|
        single_rooms_copy.remove(destination)
 | 
						|
        all_destinations_copy.remove(destination)
 | 
						|
 | 
						|
        er_layout[exit_choice] = destination
 | 
						|
 | 
						|
        reverse_exit = self.random.choice(room_to_exits_map[destination])
 | 
						|
 | 
						|
        er_layout[reverse_exit] = exit_to_room_map[exit_choice]
 | 
						|
 | 
						|
        all_exits_copy.remove(reverse_exit)
 | 
						|
        all_destinations_copy.remove(exit_room)
 | 
						|
 | 
						|
        # Connect multi-exit rooms
 | 
						|
        loop_guard = 0
 | 
						|
        while len(multi_rooms_copy) > 0:
 | 
						|
            loop_guard += 1
 | 
						|
            if loop_guard > 2000:
 | 
						|
                logging.warning(f"Failed to generate Chao Entrance Randomization for player: {self.multiworld.player_name[self.player]}")
 | 
						|
                return {}
 | 
						|
 | 
						|
            exit_room = self.random.choice(accessible_rooms)
 | 
						|
            possible_exits = [exit for exit in room_to_exits_map[exit_room] if exit in all_exits_copy]
 | 
						|
            if len(possible_exits) == 0:
 | 
						|
                continue
 | 
						|
            exit_choice = self.random.choice(possible_exits)
 | 
						|
            all_exits_copy.remove(exit_choice)
 | 
						|
 | 
						|
            destination = self.random.choice(multi_rooms_copy)
 | 
						|
            multi_rooms_copy.remove(destination)
 | 
						|
            all_destinations_copy.remove(destination)
 | 
						|
            accessible_rooms.append(destination)
 | 
						|
 | 
						|
            er_layout[exit_choice] = destination
 | 
						|
 | 
						|
            reverse_exit = self.random.choice(room_to_exits_map[destination])
 | 
						|
 | 
						|
            er_layout[reverse_exit] = exit_room
 | 
						|
 | 
						|
            all_exits_copy.remove(reverse_exit)
 | 
						|
            all_destinations_copy.remove(exit_room)
 | 
						|
 | 
						|
        # Connect dead-end rooms
 | 
						|
        loop_guard = 0
 | 
						|
        while len(single_rooms_copy) > 0:
 | 
						|
            loop_guard += 1
 | 
						|
            if loop_guard > 2000:
 | 
						|
                logging.warning(f"Failed to generate Chao Entrance Randomization for player: {self.multiworld.player_name[self.player]}")
 | 
						|
                return {}
 | 
						|
 | 
						|
            exit_room = self.random.choice(accessible_rooms)
 | 
						|
            possible_exits = [exit for exit in room_to_exits_map[exit_room] if exit in all_exits_copy]
 | 
						|
            if len(possible_exits) == 0:
 | 
						|
                continue
 | 
						|
            exit_choice = self.random.choice(possible_exits)
 | 
						|
            all_exits_copy.remove(exit_choice)
 | 
						|
 | 
						|
            destination = self.random.choice(single_rooms_copy)
 | 
						|
            single_rooms_copy.remove(destination)
 | 
						|
            all_destinations_copy.remove(destination)
 | 
						|
 | 
						|
            er_layout[exit_choice] = destination
 | 
						|
 | 
						|
            reverse_exit = self.random.choice(room_to_exits_map[destination])
 | 
						|
 | 
						|
            er_layout[reverse_exit] = exit_room
 | 
						|
 | 
						|
            all_exits_copy.remove(reverse_exit)
 | 
						|
            all_destinations_copy.remove(exit_room)
 | 
						|
 | 
						|
        # Connect remaining exits
 | 
						|
        loop_guard = 0
 | 
						|
        while len(all_exits_copy) > 0:
 | 
						|
            loop_guard += 1
 | 
						|
            if loop_guard > 2000:
 | 
						|
                logging.warning(f"Failed to generate Chao Entrance Randomization for player: {self.multiworld.player_name[self.player]}")
 | 
						|
                return {}
 | 
						|
 | 
						|
            exit_room = self.random.choice(all_destinations_copy)
 | 
						|
            possible_exits = [exit for exit in room_to_exits_map[exit_room] if exit in all_exits_copy]
 | 
						|
            if len(possible_exits) == 0:
 | 
						|
                continue
 | 
						|
            exit_choice = self.random.choice(possible_exits)
 | 
						|
            all_exits_copy.remove(exit_choice)
 | 
						|
            all_destinations_copy.remove(exit_room)
 | 
						|
 | 
						|
            destination = self.random.choice(all_destinations_copy)
 | 
						|
            all_destinations_copy.remove(destination)
 | 
						|
 | 
						|
            er_layout[exit_choice] = destination
 | 
						|
 | 
						|
            possible_reverse_exits = [exit for exit in room_to_exits_map[destination] if exit in all_exits_copy]
 | 
						|
            reverse_exit = self.random.choice(possible_reverse_exits)
 | 
						|
 | 
						|
            er_layout[reverse_exit] = exit_room
 | 
						|
 | 
						|
            all_exits_copy.remove(reverse_exit)
 | 
						|
 | 
						|
        return er_layout
 |