 e82d50a3c5
			
		
	
	e82d50a3c5
	
	
	
		
			
			* The Messenger: more generous portal validation * remove the while and just go for 20 attempts. hopefully that's enough
		
			
				
	
	
		
			470 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			470 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import logging
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| from typing import Any, ClassVar, TextIO
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| 
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| from BaseClasses import CollectionState, Entrance, EntranceType, Item, ItemClassification, MultiWorld, Tutorial
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| from Options import Accessibility
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| from Utils import output_path
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| from settings import FilePath, Group
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| from worlds.AutoWorld import WebWorld, World
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| from worlds.LauncherComponents import Component, Type, components, icon_paths
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| from .client_setup import launch_game
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| from .connections import CONNECTIONS, RANDOMIZED_CONNECTIONS, TRANSITIONS
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| from .constants import ALL_ITEMS, ALWAYS_LOCATIONS, BOSS_LOCATIONS, FILLER, NOTES, PHOBEKINS, PROG_ITEMS, TRAPS, \
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|     USEFUL_ITEMS
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| from .options import AvailablePortals, Goal, Logic, MessengerOptions, NotesNeeded, option_groups, ShuffleTransitions
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| from .portals import PORTALS, add_closed_portal_reqs, disconnect_portals, shuffle_portals, validate_portals
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| from .regions import LEVELS, MEGA_SHARDS, LOCATIONS, REGION_CONNECTIONS
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| from .rules import MessengerHardRules, MessengerOOBRules, MessengerRules
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| from .shop import FIGURINES, PROG_SHOP_ITEMS, SHOP_ITEMS, USEFUL_SHOP_ITEMS, shuffle_shop_prices
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| from .subclasses import MessengerItem, MessengerRegion, MessengerShopLocation
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| from .transitions import disconnect_entrances, shuffle_transitions
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| 
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| components.append(
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|     Component(
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|         "The Messenger",
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|         component_type=Type.CLIENT,
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|         func=launch_game,
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|         game_name="The Messenger",
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|         supports_uri=True,
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|         icon="The Messenger",
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|         description="Launch The Messenger.\nInstalls and checks for updates for the randomizer.")
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| )
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| 
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| icon_paths["The Messenger"] = f"ap:{__name__}/assets/component_icon.png"
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| 
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| 
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| class MessengerSettings(Group):
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|     class GamePath(FilePath):
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|         description = "The Messenger game executable"
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|         is_exe = True
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|         md5s = ["1b53534569060bc06179356cd968ed1d"]
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| 
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|     game_path: GamePath = GamePath("TheMessenger.exe")
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| 
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| 
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| class MessengerWeb(WebWorld):
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|     theme = "ocean"
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|     rich_text_options_doc = True
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| 
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|     bug_report_page = "https://github.com/alwaysintreble/TheMessengerRandomizerModAP/issues"
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| 
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|     tut_en = Tutorial(
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|         "Multiworld Setup Guide",
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|         "A guide to setting up The Messenger randomizer on your computer.",
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|         "English",
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|         "setup_en.md",
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|         "setup/en",
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|         ["alwaysintreble"],
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|     )
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|     plando_en = Tutorial(
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|         "The Messenger Plando Guide",
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|         "A guide detailing The Messenger's various supported plando options.",
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|         "English",
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|         "plando_en.md",
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|         "plando/en",
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|         ["alwaysintreble"],
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|     )
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| 
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|     tutorials = [tut_en, plando_en]
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|     option_groups = option_groups
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| 
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| 
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| class MessengerWorld(World):
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|     """
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|     As a demon army besieges his village, a young ninja ventures through a cursed world, to deliver a scroll paramount
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|     to his clan’s survival. What begins as a classic action platformer soon unravels into an expansive time-traveling
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|     adventure full of thrills, surprises, and humor.
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|     """
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|     game = "The Messenger"
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|     options_dataclass = MessengerOptions
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|     options: MessengerOptions
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|     settings_key = "messenger_settings"
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|     settings: ClassVar[MessengerSettings]
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| 
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|     base_offset = 0xADD_000
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|     item_name_to_id = {item: item_id
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|                        for item_id, item in enumerate(ALL_ITEMS, base_offset)}
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|     location_name_to_id = {location: location_id
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|                            for location_id, location in
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|                            enumerate([
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|                                *ALWAYS_LOCATIONS,
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|                                *[shard for shards in MEGA_SHARDS.values() for shard in shards],
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|                                *BOSS_LOCATIONS,
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|                                *[f"The Shop - {shop_loc}" for shop_loc in SHOP_ITEMS],
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|                                *FIGURINES,
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|                                "Money Wrench",
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|                            ], base_offset)}
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|     item_name_groups = {
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|         "Notes": set(NOTES),
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|         "Keys": set(NOTES),
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|         "Crest": {"Sun Crest", "Moon Crest"},
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|         "Phobe": set(PHOBEKINS),
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|         "Phobekin": set(PHOBEKINS),
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|     }
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|     location_name_groups = {
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|         "Notes": {
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|             "Autumn Hills - Key of Hope",
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|             "Searing Crags - Key of Strength",
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|             "Underworld - Key of Chaos",
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|             "Sunken Shrine - Key of Love",
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|             "Elemental Skylands - Key of Symbiosis",
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|             "Corrupted Future - Key of Courage",
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|         },
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|         "Keys": {
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|             "Autumn Hills - Key of Hope",
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|             "Searing Crags - Key of Strength",
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|             "Underworld - Key of Chaos",
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|             "Sunken Shrine - Key of Love",
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|             "Elemental Skylands - Key of Symbiosis",
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|             "Corrupted Future - Key of Courage",
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|         },
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|         "Phobe": {
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|             "Catacombs - Necro",
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|             "Bamboo Creek - Claustro",
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|             "Searing Crags - Pyro",
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|             "Cloud Ruins - Acro",
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|         },
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|         "Phobekin": {
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|             "Catacombs - Necro",
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|             "Bamboo Creek - Claustro",
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|             "Searing Crags - Pyro",
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|             "Cloud Ruins - Acro",
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|         },
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|     }
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| 
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|     required_client_version = (0, 4, 4)
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| 
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|     web = MessengerWeb()
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| 
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|     total_seals: int = 0
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|     required_seals: int = 0
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|     created_seals: int = 0
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|     total_shards: int = 0
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|     shop_prices: dict[str, int]
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|     figurine_prices: dict[str, int]
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|     _filler_items: list[str]
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|     starting_portals: list[str]
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|     plando_portals: list[str]
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|     spoiler_portal_mapping: dict[str, str]
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|     portal_mapping: list[int]
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|     transitions: list[Entrance]
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|     reachable_locs: bool = False
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|     filler: dict[str, int]
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| 
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|     def generate_early(self) -> None:
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|         if self.options.goal == Goal.option_power_seal_hunt:
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|             self.total_seals = self.options.total_seals.value
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| 
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|         if self.options.limited_movement:
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|             self.options.accessibility.value = Accessibility.option_minimal
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|             if self.options.logic_level < Logic.option_hard:
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|                 self.options.logic_level.value = Logic.option_hard
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| 
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|         if self.options.early_meditation:
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|             self.multiworld.early_items[self.player]["Meditation"] = 1
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| 
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|         self.shop_prices, self.figurine_prices = shuffle_shop_prices(self)
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| 
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|         starting_portals = ["Autumn Hills", "Howling Grotto", "Glacial Peak", "Riviere Turquoise", "Sunken Shrine",
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|                             "Searing Crags"]
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|         self.starting_portals = [f"{portal} Portal"
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|                                  for portal in starting_portals[:3] +
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|                                  self.random.sample(starting_portals[3:], k=self.options.available_portals - 3)]
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| 
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|         # super complicated method for adding searing crags to starting portals if it wasn't chosen
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|         if not self.options.shuffle_portals and "Searing Crags Portal" not in self.starting_portals:
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|             self.starting_portals.append("Searing Crags Portal")
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|             portals_to_strip = [portal for portal in ["Riviere Turquoise Portal", "Sunken Shrine Portal"]
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|                                 if portal in self.starting_portals]
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|             if portals_to_strip:
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|                 self.starting_portals.remove(self.random.choice(portals_to_strip))
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| 
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|         self.filler = FILLER.copy()
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|         if self.options.traps:
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|             self.filler.update(TRAPS)
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| 
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|         self.plando_portals = []
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|         self.portal_mapping = []
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|         self.spoiler_portal_mapping = {}
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|         self.transitions = []
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| 
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|     def create_regions(self) -> None:
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|         # MessengerRegion adds itself to the multiworld
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|         # create simple regions
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|         simple_regions = [MessengerRegion(level, self) for level in LEVELS]
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|         # create complex regions that have sub-regions
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|         complex_regions = [MessengerRegion(f"{parent} - {reg_name}", self, parent)
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|                            for parent, sub_region in CONNECTIONS.items()
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|                            for reg_name in sub_region]
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| 
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|         for region in complex_regions:
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|             region_name = region.name.removeprefix(f"{region.parent} - ")
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|             connection_data = CONNECTIONS[region.parent][region_name]
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|             for exit_region in connection_data:
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|                 region.connect(self.get_region(exit_region))
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| 
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|         # all regions need to be created before i can do these connections so we create and connect the complex first
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|         for region in [level for level in simple_regions if level.name in REGION_CONNECTIONS]:
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|             region.add_exits(REGION_CONNECTIONS[region.name])
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| 
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|     def create_items(self) -> None:
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|         # create items that are always in the item pool
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|         main_movement_items = ["Rope Dart", "Wingsuit"]
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|         precollected_names = [item.name for item in self.multiworld.precollected_items[self.player]]
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|         itempool: list[MessengerItem] = [
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|             self.create_item(item)
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|             for item in self.item_name_to_id
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|             if item not in {
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|                 "Power Seal", *NOTES, *FIGURINES, *main_movement_items,
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|                 *precollected_names, *FILLER, *TRAPS,
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|             }
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|         ]
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| 
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|         if self.options.limited_movement:
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|             itempool.append(self.create_item(self.random.choice(main_movement_items)))
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|         else:
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|             itempool += [self.create_item(move_item) for move_item in main_movement_items]
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| 
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|         if self.options.goal == Goal.option_open_music_box:
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|             # make a list of all notes except those in the player's defined starting inventory, and adjust the
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|             # amount we need to put in the itempool and precollect based on that
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|             notes = [note for note in NOTES if note not in precollected_names]
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|             self.random.shuffle(notes)
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|             precollected_notes_amount = NotesNeeded.range_end - \
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|                                         self.options.notes_needed - \
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|                                         (len(NOTES) - len(notes))
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|             if precollected_notes_amount:
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|                 for note in notes[:precollected_notes_amount]:
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|                     self.multiworld.push_precollected(self.create_item(note))
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|                 notes = notes[precollected_notes_amount:]
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|             itempool += [self.create_item(note) for note in notes]
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| 
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|         elif self.options.goal == Goal.option_power_seal_hunt:
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|             total_seals = min(len(self.multiworld.get_unfilled_locations(self.player)) - len(itempool),
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|                               self.options.total_seals.value)
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|             if total_seals < self.total_seals:
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|                 logging.warning(
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|                     f"Not enough locations for total seals setting "
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|                     f"({self.options.total_seals}). Adjusting to {total_seals}"
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|                 )
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|                 self.total_seals = total_seals
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|             self.required_seals = max(1, int(self.options.percent_seals_required.value / 100 * self.total_seals))
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| 
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|             seals = [self.create_item("Power Seal") for _ in range(self.total_seals)]
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|             itempool += seals
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| 
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|         self.multiworld.itempool += itempool
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|         remaining_fill = len(self.multiworld.get_unfilled_locations(self.player)) - len(itempool)
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|         if remaining_fill < 10:
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|             self._filler_items = self.random.choices(
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|                 list(self.filler)[2:],
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|                 weights=list(self.filler.values())[2:],
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|                 k=remaining_fill
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|             )
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|         filler = [self.create_filler() for _ in range(remaining_fill)]
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| 
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|         self.multiworld.itempool += filler
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| 
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|     def set_rules(self) -> None:
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|         logic = self.options.logic_level
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|         if logic == Logic.option_normal:
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|             MessengerRules(self).set_messenger_rules()
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|         elif logic == Logic.option_hard:
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|             MessengerHardRules(self).set_messenger_rules()
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|         else:
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|             raise ValueError(f"Somehow you have a logic option that's currently invalid."
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|                              f" {logic} for {self.multiworld.get_player_name(self.player)}")
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|         #     MessengerOOBRules(self).set_messenger_rules()
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| 
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|     def connect_entrances(self) -> None:
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|         if self.options.shuffle_transitions:
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|             disconnect_entrances(self)
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|         add_closed_portal_reqs(self)
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|         # i need portal shuffle to happen after rules exist so i can validate it
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|         attempts = 20
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|         if self.options.shuffle_portals:
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|             self.portal_mapping = []
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|             self.spoiler_portal_mapping = {}
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|             for _ in range(attempts):
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|                 disconnect_portals(self)
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|                 shuffle_portals(self)
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|                 if validate_portals(self):
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|                     break
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|             # failsafe mostly for invalid plandoed portals with no transition shuffle
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|             else:
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|                 raise RuntimeError("Unable to generate valid portal output.")
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| 
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|         if self.options.shuffle_transitions:
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|             shuffle_transitions(self)
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| 
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|     def write_spoiler_header(self, spoiler_handle: TextIO) -> None:
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|         if self.options.available_portals < 6:
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|             spoiler_handle.write(f"\nStarting Portals:\n\n")
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|             for portal in self.starting_portals:
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|                 spoiler_handle.write(f"{portal}\n")
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| 
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|         spoiler = self.multiworld.spoiler
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| 
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|         if self.options.shuffle_portals:
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|             # sort the portals as they appear left to right in-game
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|             portal_info = sorted(
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|                 self.spoiler_portal_mapping.items(),
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|                 key=lambda portal:
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|                 ["Autumn Hills", "Riviere Turquoise",
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|                  "Howling Grotto", "Sunken Shrine",
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|                  "Searing Crags", "Glacial Peak"].index(portal[0])
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|             )
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|             for portal, output in portal_info:
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|                 spoiler.set_entrance(f"{portal} Portal", output, "", self.player)
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| 
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|         if self.options.shuffle_transitions:
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|             for transition in self.transitions:
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|                 if (transition.randomization_type == EntranceType.TWO_WAY
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|                         and (transition.connected_region.name, "both", self.player) in spoiler.entrances):
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|                     continue
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|                 spoiler.set_entrance(
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|                     transition.name if "->" not in transition.name else transition.parent_region.name,
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|                     transition.connected_region.name,
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|                     "both" if transition.randomization_type == EntranceType.TWO_WAY
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|                               and self.options.shuffle_transitions == ShuffleTransitions.option_coupled else "",
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|                     self.player
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|                 )
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| 
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|     def extend_hint_information(self, hint_data: dict[int, dict[int, str]]) -> None:
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|         if not self.options.shuffle_transitions:
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|             return
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| 
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|         hint_data.update({self.player: {}})
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| 
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|         all_state = self.multiworld.get_all_state(True)
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|         # sometimes some of my regions aren't in path for some reason?
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|         all_state.update_reachable_regions(self.player)
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|         paths = all_state.path
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|         start = self.get_region("Tower HQ")
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|         start_connections = [entrance.name for entrance in start.exits if entrance not in {"Home", "Shrink Down"}]
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|         transition_names = [transition.name for transition in self.transitions] + start_connections
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|         for loc in self.get_locations():
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|             if (loc.parent_region.name in {"Tower HQ", "The Shop", "Music Box", "The Craftsman's Corner"}
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|                     or loc.address is None):
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|                 continue
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|             path_to_loc: list[str] = []
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|             name, connection = paths.get(loc.parent_region, (None, None))
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|             while connection != ("Menu", None) and name is not None:
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|                 name, connection = connection
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|                 if name in transition_names:
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|                     if name in start_connections:
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|                         name = f"{name} -> {self.get_entrance(name).connected_region.name}"
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|                     path_to_loc.append(name)
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| 
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|             text = " => ".join(reversed(path_to_loc))
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|             if not text:
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|                 continue
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|             hint_data[self.player][loc.address] = text
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| 
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|     def fill_slot_data(self) -> dict[str, Any]:
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|         slot_data = {
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|             "shop": {SHOP_ITEMS[item].internal_name: price for item, price in self.shop_prices.items()},
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|             "figures": {FIGURINES[item].internal_name: price for item, price in self.figurine_prices.items()},
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|             "max_price": self.total_shards,
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|             "required_seals": self.required_seals,
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|             "starting_portals": self.starting_portals,
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|             "portal_exits": self.portal_mapping,
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|             "transitions": [[TRANSITIONS.index("Corrupted Future") if transition.name == "Artificer's Portal"
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|                              else TRANSITIONS.index(RANDOMIZED_CONNECTIONS[transition.parent_region.name]),
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|                              TRANSITIONS.index(transition.connected_region.name)]
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|                             for transition in self.transitions],
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|             **self.options.as_dict("music_box", "death_link", "logic_level"),
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|         }
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|         return slot_data
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| 
 | ||
|     def get_filler_item_name(self) -> str:
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|         if not getattr(self, "_filler_items", None):
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|             self._filler_items = [
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|                 name for name in self.random.choices(
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|                     list(self.filler),
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|                     weights=list(self.filler.values()),
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|                     k=20
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|                 )
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|             ]
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|         return self._filler_items.pop(0)
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| 
 | ||
|     def create_item(self, name: str) -> MessengerItem:
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|         item_id: int | None = self.item_name_to_id.get(name, None)
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|         return MessengerItem(
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|             name,
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|             ItemClassification.progression if item_id is None else self.get_item_classification(name),
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|             item_id,
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|             self.player
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|         )
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| 
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|     def get_item_classification(self, name: str) -> ItemClassification:
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|         if "Time Shard " in name:
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|             count = int(name.strip("Time Shard ()"))
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|             count = count if count >= 100 else 0
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|             self.total_shards += count
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|             return ItemClassification.progression_skip_balancing if count else ItemClassification.filler
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| 
 | ||
|         if name == "Windmill Shuriken":
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|             return ItemClassification.progression if self.options.logic_level else ItemClassification.filler
 | ||
| 
 | ||
|         if name == "Power Seal":
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|             self.created_seals += 1
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|             return ItemClassification.progression_skip_balancing \
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|                 if self.required_seals >= self.created_seals else ItemClassification.filler
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| 
 | ||
|         if name in {*NOTES, *PROG_ITEMS, *PHOBEKINS, *PROG_SHOP_ITEMS}:
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|             return ItemClassification.progression
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| 
 | ||
|         if name in {*USEFUL_ITEMS, *USEFUL_SHOP_ITEMS}:
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|             return ItemClassification.useful
 | ||
| 
 | ||
|         if name in TRAPS:
 | ||
|             return ItemClassification.trap
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| 
 | ||
|         return ItemClassification.filler
 | ||
| 
 | ||
|     @classmethod
 | ||
|     def create_group(cls, multiworld: "MultiWorld", new_player_id: int, players: set[int]) -> World:
 | ||
|         group = super().create_group(multiworld, new_player_id, players)
 | ||
|         assert isinstance(group, MessengerWorld)
 | ||
| 
 | ||
|         group.filler = FILLER.copy()
 | ||
|         group.options.traps.value = all(multiworld.worlds[player].options.traps for player in players)
 | ||
|         if group.options.traps:
 | ||
|             group.filler.update(TRAPS)
 | ||
|         return group
 | ||
| 
 | ||
|     def collect(self, state: "CollectionState", item: "Item") -> bool:
 | ||
|         change = super().collect(state, item)
 | ||
|         if change and "Time Shard" in item.name:
 | ||
|             state.add_item("Shards", self.player, int(item.name.strip("Time Shard ()")))
 | ||
|         return change
 | ||
| 
 | ||
|     def remove(self, state: "CollectionState", item: "Item") -> bool:
 | ||
|         change = super().remove(state, item)
 | ||
|         if change and "Time Shard" in item.name:
 | ||
|             state.remove_item("Shards", self.player, int(item.name.strip("Time Shard ()")))
 | ||
|         return change
 | ||
| 
 | ||
|     @classmethod
 | ||
|     def stage_generate_output(cls, multiworld: MultiWorld, output_directory: str) -> None:
 | ||
|         # using stage_generate_output because it doesn't increase the logged player count for players without output
 | ||
|         # only generate output if there's a single player
 | ||
|         if multiworld.players > 1:
 | ||
|             return
 | ||
|         # the messenger client calls into AP with specific args, so check the out path matches what the client sends
 | ||
|         out_path = output_path(multiworld.get_out_file_name_base(1) + ".aptm")
 | ||
|         if "Messenger\\Archipelago\\output" not in out_path:
 | ||
|             return
 | ||
|         import orjson
 | ||
|         data = {
 | ||
|             "name": multiworld.get_player_name(1),
 | ||
|             "slot_data": multiworld.worlds[1].fill_slot_data(),
 | ||
|             "loc_data": {loc.address: {loc.item.name: [loc.item.code, loc.item.flags]}
 | ||
|                          for loc in multiworld.get_filled_locations() if loc.address},
 | ||
|         }
 | ||
|     
 | ||
|         output = orjson.dumps(data, option=orjson.OPT_NON_STR_KEYS)
 | ||
|         with open(out_path, "wb") as f:
 | ||
|             f.write(output)
 |