Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: alchav <alchav@jalchavware.com>
		
			
				
	
	
		
			450 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			450 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import base64
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import Utils
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import settings
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from copy import deepcopy
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from worlds.AutoWorld import World, WebWorld
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from BaseClasses import Region, Location, Item, ItemClassification, Tutorial
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from . import client
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from .rom import generate_output, SuperMarioLand2ProcedurePatch
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from .options import SML2Options
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from .locations import (locations, location_name_to_id, level_name_to_id, level_id_to_name, START_IDS, coins_coords,
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                        auto_scroll_max)
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from .items import items
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from .sprites import level_sprites
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from .sprite_randomizer import randomize_enemies, randomize_platforms
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from .logic import has_pipe_up, has_pipe_down, has_pipe_left, has_pipe_right, has_level_progression, is_auto_scroll
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from . import logic
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class MarioLand2Settings(settings.Group):
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    class SML2RomFile(settings.UserFilePath):
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        """File name of the Super Mario Land 2 1.0 ROM"""
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        description = "Super Mario Land 2 - 6 Golden Coins (USA, Europe) 1.0 ROM File"
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        copy_to = "Super Mario Land 2 - 6 Golden Coins (USA, Europe).gb"
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        md5s = [SuperMarioLand2ProcedurePatch.hash]
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    rom_file: SML2RomFile = SML2RomFile(SML2RomFile.copy_to)
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class MarioLand2WebWorld(WebWorld):
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    setup_en = Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to playing Super Mario Land 2 with Archipelago.",
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        "English",
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        "setup_en.md",
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        "setup/en",
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        ["Alchav"]
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    )
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    tutorials = [setup_en]
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class MarioLand2World(World):
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    """Super Mario Land 2 is a classic platformer that follows Mario on a quest to reclaim his castle from the
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    villainous Wario. This iconic game features 32 levels, unique power-ups, and introduces Wario as Mario's
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    arch-rival."""  # -ChatGPT
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    game = "Super Mario Land 2"
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    settings_key = "sml2_options"
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    settings: MarioLand2Settings
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    location_name_to_id = location_name_to_id
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    item_name_to_id = {item_name: ID for ID, item_name in enumerate(items, START_IDS)}
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    web = MarioLand2WebWorld()
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    item_name_groups = {
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        "Level Progression": {
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            item_name for item_name in items if item_name.endswith(("Progression", "Secret", "Secret 1", "Secret 2"))
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                                                and "Auto Scroll" not in item_name
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        },
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        "Bells": {item_name for item_name in items if "Bell" in item_name},
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        "Golden Coins": {"Mario Coin", "Macro Coin", "Space Coin", "Tree Coin", "Turtle Coin", "Pumpkin Coin"},
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        "Coins": {"1 Coin", *{f"{i} Coins" for i in range(2, 169)}},
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        "Powerups": {"Mushroom", "Fire Flower", "Carrot"},
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        "Difficulties": {"Easy Mode", "Normal Mode"},
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        "Auto Scroll Traps": {item_name for item_name in items
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                              if "Auto Scroll" in item_name and "Cancel" not in item_name},
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        "Cancel Auto Scrolls": {item_name for item_name in items if "Cancel Auto Scroll" in item_name},
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    }
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    location_name_groups = {
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        "Bosses": {
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            "Tree Zone 5 - Boss", "Space Zone 2 - Boss", "Macro Zone 4 - Boss",
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            "Pumpkin Zone 4 - Boss", "Mario Zone 4 - Boss", "Turtle Zone 3 - Boss"
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                   },
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        "Normal Exits": {location for location in locations if locations[location]["type"] == "level"},
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        "Secret Exits": {location for location in locations if locations[location]["type"] == "secret"},
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        "Bells": {location for location in locations if locations[location]["type"] == "bell"},
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        "Coins": {location for location in location_name_to_id if "Coin" in location}
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    }
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    options_dataclass = SML2Options
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    options: SML2Options
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    generate_output = generate_output
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    def __init__(self, world, player: int):
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        super().__init__(world, player)
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        self.auto_scroll_levels = []
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        self.num_coin_locations = []
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        self.max_coin_locations = {}
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        self.sprite_data = {}
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        self.coin_fragments_required = 0
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    def generate_early(self):
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        self.sprite_data = deepcopy(level_sprites)
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        if self.options.randomize_enemies:
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            randomize_enemies(self.sprite_data, self.random)
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        if self.options.randomize_platforms:
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            randomize_platforms(self.sprite_data, self.random)
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        if self.options.marios_castle_midway_bell:
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            self.sprite_data["Mario's Castle"][35]["sprite"] = "Midway Bell"
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        if self.options.auto_scroll_chances == "vanilla":
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            self.auto_scroll_levels = [int(i in [19, 25, 30]) for i in range(32)]
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        else:
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            self.auto_scroll_levels = [int(self.random.randint(1, 100) <= self.options.auto_scroll_chances)
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                                       for _ in range(32)]
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        self.auto_scroll_levels[level_name_to_id["Mario's Castle"]] = 0
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        unbeatable_scroll_levels = ["Tree Zone 3", "Macro Zone 2", "Space Zone 1", "Turtle Zone 2", "Pumpkin Zone 2"]
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        if not self.options.shuffle_midway_bells:
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            unbeatable_scroll_levels.append("Pumpkin Zone 1")
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        for level, i in enumerate(self.auto_scroll_levels):
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            if i == 1:
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                if self.options.auto_scroll_mode in ("global_cancel_item", "level_cancel_items"):
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                    self.auto_scroll_levels[level] = 2
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                elif self.options.auto_scroll_mode == "chaos":
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                    if (self.options.accessibility == "full"
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                            and level_id_to_name[level] in unbeatable_scroll_levels):
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                        self.auto_scroll_levels[level] = 2
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                    else:
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                        self.auto_scroll_levels[level] = self.random.randint(1, 3)
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                elif (self.options.accessibility == "full"
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                      and level_id_to_name[level] in unbeatable_scroll_levels):
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                    self.auto_scroll_levels[level] = 0
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                if self.auto_scroll_levels[level] == 1 and "trap" in self.options.auto_scroll_mode.current_key:
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                    self.auto_scroll_levels[level] = 3
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    def create_regions(self):
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        menu_region = Region("Menu", self.player, self.multiworld)
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        self.multiworld.regions.append(menu_region)
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        created_regions = []
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        for location_name, data in locations.items():
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            region_name = location_name.split(" -")[0]
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            if region_name in created_regions:
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                region = self.multiworld.get_region(region_name, self.player)
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            else:
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                region = Region(region_name, self.player, self.multiworld)
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                if region_name == "Tree Zone Secret Course":
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                    region_to_connect = self.multiworld.get_region("Tree Zone 2", self.player)
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                elif region_name == "Space Zone Secret Course":
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                    region_to_connect = self.multiworld.get_region("Space Zone 1", self.player)
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                elif region_name == "Macro Zone Secret Course":
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                    region_to_connect = self.multiworld.get_region("Macro Zone 1", self.player)
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                elif region_name == "Pumpkin Zone Secret Course 1":
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                    region_to_connect = self.multiworld.get_region("Pumpkin Zone 2", self.player)
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                elif region_name == "Pumpkin Zone Secret Course 2":
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                    region_to_connect = self.multiworld.get_region("Pumpkin Zone 3", self.player)
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                elif region_name == "Turtle Zone Secret Course":
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                    region_to_connect = self.multiworld.get_region("Turtle Zone 2", self.player)
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                elif region_name.split(" ")[-1].isdigit() and int(region_name.split(" ")[-1]) > 1:
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                    region_to_connect = self.multiworld.get_region(" ".join(region_name.split(" ")[:2])
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                                                                   + f" {int(region_name.split(' ')[2]) - 1}",
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                                                                   self.player)
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                else:
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                    region_to_connect = menu_region
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                region_to_connect.connect(region)
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                self.multiworld.regions.append(region)
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                created_regions.append(region_name)
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            if location_name == "Mario's Castle - Midway Bell" and not self.options.marios_castle_midway_bell:
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                continue
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            region.locations.append(MarioLand2Location(self.player, location_name,
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                                                       self.location_name_to_id[location_name], region))
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        self.multiworld.get_region("Macro Zone Secret Course", self.player).connect(
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            self.multiworld.get_region("Macro Zone 4", self.player))
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        self.multiworld.get_region("Macro Zone 4", self.player).connect(
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            self.multiworld.get_region("Macro Zone Secret Course", self.player))
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        castle = self.multiworld.get_region("Mario's Castle", self.player)
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        wario = MarioLand2Location(self.player, "Mario's Castle - Wario", parent=castle)
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        castle.locations.append(wario)
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        wario.place_locked_item(MarioLand2Item("Wario Defeated", ItemClassification.progression, None, self.player))
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        if self.options.coinsanity:
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            coinsanity_checks = self.options.coinsanity_checks.value
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            self.num_coin_locations = [[region, 1] for region in created_regions if region != "Mario's Castle"]
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            self.max_coin_locations = {region: len(coins_coords[region]) for region in created_regions
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                                       if region != "Mario's Castle"}
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            if self.options.accessibility == "full" or self.options.auto_scroll_mode == "always":
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                for level in self.max_coin_locations:
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                    if level in auto_scroll_max and self.auto_scroll_levels[level_name_to_id[level]] in (1, 3):
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                        if isinstance(auto_scroll_max[level], tuple):
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                            self.max_coin_locations[level] = min(
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                                auto_scroll_max[level][int(self.options.shuffle_midway_bells.value)],
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                                self.max_coin_locations[level])
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                        else:
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                            self.max_coin_locations[level] = min(auto_scroll_max[level], self.max_coin_locations[level])
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            coinsanity_checks = min(sum(self.max_coin_locations.values()), coinsanity_checks)
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            for i in range(coinsanity_checks - 31):
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                self.num_coin_locations.sort(key=lambda region: self.max_coin_locations[region[0]] / region[1])
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                self.num_coin_locations[-1][1] += 1
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            coin_locations = []
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            for level, coins in self.num_coin_locations:
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                if self.max_coin_locations[level]:
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                    coin_thresholds = self.random.sample(range(1, self.max_coin_locations[level] + 1), coins)
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                    coin_locations += [f"{level} - {i} Coin{'s' if i > 1 else ''}" for i in coin_thresholds]
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            for location_name in coin_locations:
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                region = self.multiworld.get_region(location_name.split(" -")[0], self.player)
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                region.locations.append(MarioLand2Location(self.player, location_name,
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                                                           self.location_name_to_id[location_name], parent=region))
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    def set_rules(self):
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        entrance_rules = {
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            "Menu -> Space Zone 1": lambda state: state.has("Hippo Bubble", self.player)
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                                                  or (state.has("Carrot", self.player)
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                                                      and not is_auto_scroll(state, self.player, "Hippo Zone")),
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            "Space Zone 1 -> Space Zone Secret Course": lambda state: state.has("Space Zone Secret", self.player),
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            "Space Zone 1 -> Space Zone 2": lambda state: has_level_progression(state, "Space Zone Progression", self.player),
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            "Tree Zone 1 -> Tree Zone 2": lambda state: has_level_progression(state, "Tree Zone Progression", self.player),
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            "Tree Zone 2 -> Tree Zone Secret Course": lambda state: state.has("Tree Zone Secret", self.player),
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            "Tree Zone 2 -> Tree Zone 3": lambda state: has_level_progression(state, "Tree Zone Progression", self.player, 2),
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            "Tree Zone 4 -> Tree Zone 5": lambda state: has_level_progression(state, "Tree Zone Progression", self.player, 3),
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            "Macro Zone 1 -> Macro Zone Secret Course": lambda state: state.has("Macro Zone Secret 1", self.player),
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            "Macro Zone Secret Course -> Macro Zone 4": lambda state: state.has("Macro Zone Secret 2", self.player),
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            "Macro Zone 1 -> Macro Zone 2": lambda state: has_level_progression(state, "Macro Zone Progression", self.player),
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            "Macro Zone 2 -> Macro Zone 3": lambda state: has_level_progression(state, "Macro Zone Progression", self.player, 2),
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            "Macro Zone 3 -> Macro Zone 4": lambda state: has_level_progression(state, "Macro Zone Progression", self.player, 3),
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            "Macro Zone 4 -> Macro Zone Secret Course": lambda state: state.has("Macro Zone Secret 2", self.player),
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            "Pumpkin Zone 1 -> Pumpkin Zone 2": lambda state: has_level_progression(state, "Pumpkin Zone Progression", self.player),
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            "Pumpkin Zone 2 -> Pumpkin Zone Secret Course 1": lambda state: state.has("Pumpkin Zone Secret 1", self.player),
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            "Pumpkin Zone 2 -> Pumpkin Zone 3": lambda state: has_level_progression(state, "Pumpkin Zone Progression", self.player, 2),
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            "Pumpkin Zone 3 -> Pumpkin Zone Secret Course 2": lambda state: state.has("Pumpkin Zone Secret 2", self.player),
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            "Pumpkin Zone 3 -> Pumpkin Zone 4": lambda state: has_level_progression(state, "Pumpkin Zone Progression", self.player, 3),
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            "Mario Zone 1 -> Mario Zone 2": lambda state: has_level_progression(state, "Mario Zone Progression", self.player),
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            "Mario Zone 2 -> Mario Zone 3": lambda state: has_level_progression(state, "Mario Zone Progression", self.player, 2),
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            "Mario Zone 3 -> Mario Zone 4": lambda state: has_level_progression(state, "Mario Zone Progression", self.player, 3),
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            "Turtle Zone 1 -> Turtle Zone 2": lambda state: has_level_progression(state, "Turtle Zone Progression", self.player),
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            "Turtle Zone 2 -> Turtle Zone Secret Course": lambda state: state.has("Turtle Zone Secret", self.player),
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            "Turtle Zone 2 -> Turtle Zone 3": lambda state: has_level_progression(state, "Turtle Zone Progression", self.player, 2),
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        }
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        if self.options.shuffle_golden_coins == "mario_coin_fragment_hunt":
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            # Require the other coins just to ensure they are being added to start inventory properly,
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            # and so they show up in Playthrough as required
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            entrance_rules["Menu -> Mario's Castle"] = lambda state: (state.has_all(
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                ["Tree Coin", "Space Coin", "Macro Coin", "Pumpkin Coin", "Turtle Coin"], self.player)
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                and state.has("Mario Coin Fragment", self.player, self.coin_fragments_required))
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        else:
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            entrance_rules["Menu -> Mario's Castle"] = lambda state: state.has_from_list_unique([
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                "Tree Coin", "Space Coin", "Macro Coin", "Pumpkin Coin", "Mario Coin", "Turtle Coin"
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                ], self.player, self.options.required_golden_coins)
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        for entrance, rule in entrance_rules.items():
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            self.multiworld.get_entrance(entrance, self.player).access_rule = rule
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        for location in self.multiworld.get_locations(self.player):
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            if location.name.endswith(("Coins", "Coin")):
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                rule = getattr(logic, location.parent_region.name.lower().replace(" ", "_") + "_coins", None)
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                if rule:
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                    coins = int(location.name.split(" ")[-2])
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                    location.access_rule = lambda state, coin_rule=rule, num_coins=coins: \
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                        coin_rule(state, self.player, num_coins)
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            else:
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                rule = getattr(logic, location.name.lower().replace(
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                    " - ", "_").replace(" ", "_").replace("'", ""), None)
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                if rule:
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                    location.access_rule = lambda state, loc_rule=rule: loc_rule(state, self.player)
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        self.multiworld.completion_condition[self.player] = lambda state: state.has("Wario Defeated", self.player)
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    def create_items(self):
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        item_counts = {
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            "Space Zone Progression": 1,
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            "Space Zone Secret": 1,
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            "Tree Zone Progression": 3,
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            "Tree Zone Secret": 1,
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            "Macro Zone Progression": 3,
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            "Macro Zone Secret 1": 1,
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            "Macro Zone Secret 2": 1,
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            "Pumpkin Zone Progression": 3,
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            "Pumpkin Zone Secret 1": 1,
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            "Pumpkin Zone Secret 2": 1,
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            "Mario Zone Progression": 3,
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            "Turtle Zone Progression": 2,
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            "Turtle Zone Secret": 1,
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            "Mushroom": 1,
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            "Fire Flower": 1,
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            "Carrot": 1,
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            "Space Physics": 1,
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            "Hippo Bubble": 1,
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            "Water Physics": 1,
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            "Super Star Duration Increase": 2,
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            "Mario Coin Fragment": 0,
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        }
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        if self.options.shuffle_golden_coins == "mario_coin_fragment_hunt":
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            # There are 5 Zone Progression items that can be condensed.
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            item_counts["Mario Coin Fragment"] = 1 + ((5 * self.options.mario_coin_fragment_percentage) // 100)
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        if self.options.coinsanity:
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            coin_count = sum([level[1] for level in self.num_coin_locations])
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            max_coins = sum(self.max_coin_locations.values())
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            if self.options.shuffle_golden_coins == "mario_coin_fragment_hunt":
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                removed_coins = (coin_count * self.options.mario_coin_fragment_percentage) // 100
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                coin_count -= removed_coins
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                item_counts["Mario Coin Fragment"] += removed_coins
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                # Randomly remove some coin items for variety
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                coin_count -= (coin_count // self.random.randint(100, max(100, coin_count)))
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            if coin_count:
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                coin_bundle_sizes = [max_coins // coin_count] * coin_count
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                remainder = max_coins - sum(coin_bundle_sizes)
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                for i in range(remainder):
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                    coin_bundle_sizes[i] += 1
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                for a, b in zip(range(1, len(coin_bundle_sizes), 2), range(2, len(coin_bundle_sizes), 2)):
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                    split = self.random.randint(1, coin_bundle_sizes[a] + coin_bundle_sizes[b] - 1)
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                    coin_bundle_sizes[a], coin_bundle_sizes[b] = split, coin_bundle_sizes[a] + coin_bundle_sizes[b] - split
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                for coin_bundle_size in coin_bundle_sizes:
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                    item_name = f"{coin_bundle_size} Coin{'s' if coin_bundle_size > 1 else ''}"
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                    if item_name in item_counts:
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                        item_counts[item_name] += 1
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                    else:
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                        item_counts[item_name] = 1
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						|
 | 
						|
        if self.options.shuffle_golden_coins == "shuffle":
 | 
						|
            for item in self.item_name_groups["Golden Coins"]:
 | 
						|
                item_counts[item] = 1
 | 
						|
        elif self.options.shuffle_golden_coins == "mario_coin_fragment_hunt":
 | 
						|
            for item in ("Tree Coin", "Space Coin", "Macro Coin", "Pumpkin Coin", "Turtle Coin"):
 | 
						|
                self.multiworld.push_precollected(self.create_item(item))
 | 
						|
        else:
 | 
						|
            for item, location_name in (
 | 
						|
                    ("Mario Coin", "Mario Zone 4 - Boss"),
 | 
						|
                    ("Tree Coin", "Tree Zone 5 - Boss"),
 | 
						|
                    ("Space Coin", "Space Zone 2 - Boss"),
 | 
						|
                    ("Macro Coin", "Macro Zone 4 - Boss"),
 | 
						|
                    ("Pumpkin Coin", "Pumpkin Zone 4 - Boss"),
 | 
						|
                    ("Turtle Coin", "Turtle Zone 3 - Boss")
 | 
						|
            ):
 | 
						|
                location = self.multiworld.get_location(location_name, self.player)
 | 
						|
                location.place_locked_item(self.create_item(item))
 | 
						|
                location.address = None
 | 
						|
                location.item.code = None
 | 
						|
 | 
						|
        if self.options.shuffle_midway_bells:
 | 
						|
            for item in [item for item in items if "Midway Bell" in item]:
 | 
						|
                if item != "Mario's Castle Midway Bell" or self.options.marios_castle_midway_bell:
 | 
						|
                    item_counts[item] = 1
 | 
						|
 | 
						|
        if self.options.difficulty_mode == "easy_to_normal":
 | 
						|
            item_counts["Normal Mode"] = 1
 | 
						|
        elif self.options.difficulty_mode == "normal_to_easy":
 | 
						|
            item_counts["Easy Mode"] = 1
 | 
						|
 | 
						|
        if self.options.shuffle_pipe_traversal == "single":
 | 
						|
            item_counts["Pipe Traversal"] = 1
 | 
						|
        elif self.options.shuffle_pipe_traversal == "split":
 | 
						|
            item_counts["Pipe Traversal - Right"] = 1
 | 
						|
            item_counts["Pipe Traversal - Left"] = 1
 | 
						|
            item_counts["Pipe Traversal - Up"] = 1
 | 
						|
            item_counts["Pipe Traversal - Down"] = 1
 | 
						|
        else:
 | 
						|
            self.multiworld.push_precollected(self.create_item("Pipe Traversal"))
 | 
						|
 | 
						|
        if any(self.auto_scroll_levels):
 | 
						|
            if self.options.auto_scroll_mode == "global_trap_item":
 | 
						|
                item_counts["Auto Scroll"] = 1
 | 
						|
            elif self.options.auto_scroll_mode == "global_cancel_item":
 | 
						|
                item_counts["Cancel Auto Scroll"] = 1
 | 
						|
            else:
 | 
						|
                for level, i in enumerate(self.auto_scroll_levels):
 | 
						|
                    if i == 3:
 | 
						|
                        item_counts[f"Auto Scroll - {level_id_to_name[level]}"] = 1
 | 
						|
                    elif i == 2:
 | 
						|
                        item_counts[f"Cancel Auto Scroll - {level_id_to_name[level]}"] = 1
 | 
						|
 | 
						|
        for item in self.multiworld.precollected_items[self.player]:
 | 
						|
            if item.name in item_counts and item_counts[item.name] > 0:
 | 
						|
                item_counts[item.name] -= 1
 | 
						|
 | 
						|
        location_count = len(self.multiworld.get_unfilled_locations(self.player))
 | 
						|
        items_to_add = location_count - sum(item_counts.values())
 | 
						|
        if items_to_add > 0:
 | 
						|
            mario_coin_frags = 0
 | 
						|
            if self.options.shuffle_golden_coins == "mario_coin_fragment_hunt":
 | 
						|
                mario_coin_frags = (items_to_add * self.options.mario_coin_fragment_percentage) // 100
 | 
						|
                item_counts["Mario Coin Fragment"] += mario_coin_frags
 | 
						|
            item_counts["Super Star Duration Increase"] += items_to_add - mario_coin_frags
 | 
						|
        elif items_to_add < 0:
 | 
						|
            if self.options.coinsanity:
 | 
						|
                for i in range(1, 168):
 | 
						|
                    coin_name = f"{i} Coin{'s' if i > 1 else ''}"
 | 
						|
                    if coin_name in item_counts:
 | 
						|
                        amount_to_remove = min(-items_to_add, item_counts[coin_name])
 | 
						|
                        item_counts[coin_name] -= amount_to_remove
 | 
						|
                        items_to_add += amount_to_remove
 | 
						|
                        if items_to_add >= 0:
 | 
						|
                            break
 | 
						|
 | 
						|
            double_progression_items = ["Tree Zone Progression", "Macro Zone Progression", "Pumpkin Zone Progression",
 | 
						|
                                        "Mario Zone Progression", "Turtle Zone Progression"]
 | 
						|
            self.random.shuffle(double_progression_items)
 | 
						|
            while sum(item_counts.values()) > location_count:
 | 
						|
                if double_progression_items:
 | 
						|
                    double_progression_item = double_progression_items.pop()
 | 
						|
                    item_counts[double_progression_item] -= 2
 | 
						|
                    item_counts[double_progression_item + " x2"] = 1
 | 
						|
                    continue
 | 
						|
                if self.options.auto_scroll_mode in ("level_trap_items", "level_cancel_items",
 | 
						|
                                                     "chaos"):
 | 
						|
                    auto_scroll_item = self.random.choice([item for item in item_counts if "Auto Scroll" in item])
 | 
						|
                    level = auto_scroll_item.split("- ")[1]
 | 
						|
                    self.auto_scroll_levels[level_name_to_id[level]] = 0
 | 
						|
                    del item_counts[auto_scroll_item]
 | 
						|
                    continue
 | 
						|
                raise Exception(f"Too many items in the item pool for Super Mario Land 2 player {self.player_name}")
 | 
						|
                # item = self.random.choice(list(item_counts))
 | 
						|
                # item_counts[item] -= 1
 | 
						|
                # if item_counts[item] == 0:
 | 
						|
                #     del item_counts[item]
 | 
						|
                # self.multiworld.push_precollected(self.create_item(item))
 | 
						|
 | 
						|
        self.coin_fragments_required = max((item_counts["Mario Coin Fragment"]
 | 
						|
                                           * self.options.mario_coin_fragments_required_percentage) // 100, 1)
 | 
						|
 | 
						|
        for item_name, count in item_counts.items():
 | 
						|
            self.multiworld.itempool += [self.create_item(item_name) for _ in range(count)]
 | 
						|
 | 
						|
    def fill_slot_data(self):
 | 
						|
        return {
 | 
						|
            "energy_link": self.options.energy_link.value
 | 
						|
        }
 | 
						|
 | 
						|
    def create_item(self, name: str) -> Item:
 | 
						|
        return MarioLand2Item(name, items[name], self.item_name_to_id[name], self.player)
 | 
						|
 | 
						|
    def get_filler_item_name(self):
 | 
						|
        return "1 Coin"
 | 
						|
 | 
						|
    def modify_multidata(self, multidata: dict):
 | 
						|
        rom_name = bytearray(f'AP{Utils.__version__.replace(".", "")[0:3]}_{self.player}_{self.multiworld.seed:11}\0',
 | 
						|
                             'utf8')[:21]
 | 
						|
        rom_name.extend([0] * (21 - len(rom_name)))
 | 
						|
        new_name = base64.b64encode(bytes(rom_name)).decode()
 | 
						|
        multidata["connect_names"][new_name] = multidata["connect_names"][self.player_name]
 | 
						|
 | 
						|
 | 
						|
class MarioLand2Location(Location):
 | 
						|
    game = "Super Mario Land 2"
 | 
						|
 | 
						|
 | 
						|
class MarioLand2Item(Item):
 | 
						|
    game = "Super Mario Land 2"
 |