* Started to create the french doc * First version of sc2 setup in french finish, created the file for the introduction of the game in french * French-fy upgrade in setup, continue translation of game description * Finish writing FR game page, added a link to it on the english game page. Re-read and corrected both the game page and setup page. * Corrected a sentence in the SC2 English setup guide. * Applied 120 carac limits for french part, applied modification for consistency. * Added reference to website yaml checker, applied several wording correction/suggestions * Modified link to AP page to be in relative (fr/en), uniformed SC2 and random writing (fr), applied some suggestons in writing quality(fr), added a mention to the datapackage (fr/en), enhanced prog balancing recommendation (fr) * Correction of some grammar issues * Removed name correction for english part since done in other PR; added mention to hotkey and language restriction * Applied suggestions of peer review * Applied mofications proposed by reviewer about the external website --------- Co-authored-by: neocerber <neorcerber@gmail.com>
		
			
				
	
	
		
			491 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			491 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import typing
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from dataclasses import fields
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from typing import List, Set, Iterable, Sequence, Dict, Callable, Union
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from math import floor, ceil
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from BaseClasses import Item, MultiWorld, Location, Tutorial, ItemClassification
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from worlds.AutoWorld import WebWorld, World
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from . import ItemNames
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from .Items import StarcraftItem, filler_items, get_item_table, get_full_item_list, \
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    get_basic_units, ItemData, upgrade_included_names, progressive_if_nco, kerrigan_actives, kerrigan_passives, \
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    kerrigan_only_passives, progressive_if_ext, not_balanced_starting_units, spear_of_adun_calldowns, \
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    spear_of_adun_castable_passives, nova_equipment
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from .ItemGroups import item_name_groups
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from .Locations import get_locations, LocationType, get_location_types, get_plando_locations
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from .Regions import create_regions
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from .Options import get_option_value, LocationInclusion, KerriganLevelItemDistribution, \
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    KerriganPresence, KerriganPrimalStatus, RequiredTactics, kerrigan_unit_available, StarterUnit, SpearOfAdunPresence, \
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    get_enabled_campaigns, SpearOfAdunAutonomouslyCastAbilityPresence, Starcraft2Options
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from .PoolFilter import filter_items, get_item_upgrades, UPGRADABLE_ITEMS, missions_in_mission_table, get_used_races
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from .MissionTables import MissionInfo, SC2Campaign, lookup_name_to_mission, SC2Mission, \
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    SC2Race
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class Starcraft2WebWorld(WebWorld):
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    setup_en = Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to setting up the Starcraft 2 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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        ["TheCondor", "Phaneros"]
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    )
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    setup_fr = Tutorial(
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        setup_en.tutorial_name,
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        setup_en.description,
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        "Français",
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        "setup_fr.md",
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        "setup/fr",
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        ["Neocerber"]
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    )
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    tutorials = [setup_en, setup_fr]
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class SC2World(World):
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    """
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    StarCraft II is a science fiction real-time strategy video game developed and published by Blizzard Entertainment.
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    Play as one of three factions across four campaigns in a battle for supremacy of the Koprulu Sector.
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    """
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    game = "Starcraft 2"
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    web = Starcraft2WebWorld()
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    item_name_to_id = {name: data.code for name, data in get_full_item_list().items()}
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    location_name_to_id = {location.name: location.code for location in get_locations(None)}
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    options_dataclass = Starcraft2Options
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    options: Starcraft2Options
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    item_name_groups = item_name_groups
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    locked_locations: typing.List[str]
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    location_cache: typing.List[Location]
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    mission_req_table: Dict[SC2Campaign, Dict[str, MissionInfo]] = {}
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    final_mission_id: int
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    victory_item: str
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    required_client_version = 0, 4, 5
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    def __init__(self, multiworld: MultiWorld, player: int):
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        super(SC2World, self).__init__(multiworld, player)
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        self.location_cache = []
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        self.locked_locations = []
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    def create_item(self, name: str) -> Item:
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        data = get_full_item_list()[name]
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        return StarcraftItem(name, data.classification, data.code, self.player)
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    def create_regions(self):
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        self.mission_req_table, self.final_mission_id, self.victory_item = create_regions(
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            self, get_locations(self), self.location_cache
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        )
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    def create_items(self):
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        setup_events(self.player, self.locked_locations, self.location_cache)
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        excluded_items = get_excluded_items(self)
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        starter_items = assign_starter_items(self, excluded_items, self.locked_locations, self.location_cache)
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        fill_resource_locations(self, self.locked_locations, self.location_cache)
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        pool = get_item_pool(self, self.mission_req_table, starter_items, excluded_items, self.location_cache)
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        fill_item_pool_with_dummy_items(self, self.locked_locations, self.location_cache, pool)
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        self.multiworld.itempool += pool
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    def set_rules(self):
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        self.multiworld.completion_condition[self.player] = lambda state: state.has(self.victory_item, self.player)
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    def get_filler_item_name(self) -> str:
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        return self.random.choice(filler_items)
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    def fill_slot_data(self):
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        slot_data = {}
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        for option_name in [field.name for field in fields(Starcraft2Options)]:
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            option = get_option_value(self, option_name)
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            if type(option) in {str, int}:
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                slot_data[option_name] = int(option)
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        slot_req_table = {}
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        # Serialize data
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        for campaign in self.mission_req_table:
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            slot_req_table[campaign.id] = {}
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            for mission in self.mission_req_table[campaign]:
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                slot_req_table[campaign.id][mission] = self.mission_req_table[campaign][mission]._asdict()
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                # Replace mission objects with mission IDs
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                slot_req_table[campaign.id][mission]["mission"] = slot_req_table[campaign.id][mission]["mission"].id
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                for index in range(len(slot_req_table[campaign.id][mission]["required_world"])):
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                    # TODO this is a band-aid, sometimes the mission_req_table already contains dicts
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                    # as far as I can tell it's related to having multiple vanilla mission orders
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                    if not isinstance(slot_req_table[campaign.id][mission]["required_world"][index], dict):
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                        slot_req_table[campaign.id][mission]["required_world"][index] = slot_req_table[campaign.id][mission]["required_world"][index]._asdict()
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        enabled_campaigns = get_enabled_campaigns(self)
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        slot_data["plando_locations"] = get_plando_locations(self)
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        slot_data["nova_covert_ops_only"] = (enabled_campaigns == {SC2Campaign.NCO})
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        slot_data["mission_req"] = slot_req_table
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        slot_data["final_mission"] = self.final_mission_id
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        slot_data["version"] = 3
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        if SC2Campaign.HOTS not in enabled_campaigns:
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            slot_data["kerrigan_presence"] = KerriganPresence.option_not_present
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        return slot_data
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def setup_events(player: int, locked_locations: typing.List[str], location_cache: typing.List[Location]):
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    for location in location_cache:
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        if location.address is None:
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            item = Item(location.name, ItemClassification.progression, None, player)
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            locked_locations.append(location.name)
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            location.place_locked_item(item)
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def get_excluded_items(world: World) -> Set[str]:
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    excluded_items: Set[str] = set(get_option_value(world, 'excluded_items'))
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    for item in world.multiworld.precollected_items[world.player]:
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        excluded_items.add(item.name)
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    locked_items: Set[str] = set(get_option_value(world, 'locked_items'))
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    # Starter items are also excluded items
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    starter_items: Set[str] = set(get_option_value(world, 'start_inventory'))
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    item_table = get_full_item_list()
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    soa_presence = get_option_value(world, "spear_of_adun_presence")
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    soa_autocast_presence = get_option_value(world, "spear_of_adun_autonomously_cast_ability_presence")
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    enabled_campaigns = get_enabled_campaigns(world)
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    # Ensure no item is both guaranteed and excluded
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    invalid_items = excluded_items.intersection(locked_items)
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    invalid_count = len(invalid_items)
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    # Don't count starter items that can appear multiple times
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    invalid_count -= len([item for item in starter_items.intersection(locked_items) if item_table[item].quantity != 1])
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    if invalid_count > 0:
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        raise Exception(f"{invalid_count} item{'s are' if invalid_count > 1 else ' is'} both locked and excluded from generation.  Please adjust your excluded items and locked items.")
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    def smart_exclude(item_choices: Set[str], choices_to_keep: int):
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        expected_choices = len(item_choices)
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        if expected_choices == 0:
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            return
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        item_choices = set(item_choices)
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        starter_choices = item_choices.intersection(starter_items)
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        excluded_choices = item_choices.intersection(excluded_items)
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        item_choices.difference_update(excluded_choices)
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        item_choices.difference_update(locked_items)
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        candidates = sorted(item_choices)
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        exclude_amount = min(expected_choices - choices_to_keep - len(excluded_choices) + len(starter_choices), len(candidates))
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        if exclude_amount > 0:
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            excluded_items.update(world.random.sample(candidates, exclude_amount))
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    # Nova gear exclusion if NCO not in campaigns
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    if SC2Campaign.NCO not in enabled_campaigns:
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        excluded_items = excluded_items.union(nova_equipment)
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    kerrigan_presence = get_option_value(world, "kerrigan_presence")
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    # Exclude Primal Form item if option is not set or Kerrigan is unavailable
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    if get_option_value(world, "kerrigan_primal_status") != KerriganPrimalStatus.option_item or \
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        (kerrigan_presence in {KerriganPresence.option_not_present, KerriganPresence.option_not_present_and_no_passives}):
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        excluded_items.add(ItemNames.KERRIGAN_PRIMAL_FORM)
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    # no Kerrigan & remove all passives => remove all abilities
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    if kerrigan_presence == KerriganPresence.option_not_present_and_no_passives:
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        for tier in range(7):
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            smart_exclude(kerrigan_actives[tier].union(kerrigan_passives[tier]), 0)
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    else:
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        # no Kerrigan, but keep non-Kerrigan passives
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        if kerrigan_presence == KerriganPresence.option_not_present:
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            smart_exclude(kerrigan_only_passives, 0)
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            for tier in range(7):
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                smart_exclude(kerrigan_actives[tier], 0)
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    # SOA exclusion, other cases are handled by generic race logic
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    if (soa_presence == SpearOfAdunPresence.option_lotv_protoss and SC2Campaign.LOTV not in enabled_campaigns) \
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            or soa_presence == SpearOfAdunPresence.option_not_present:
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        excluded_items.update(spear_of_adun_calldowns)
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    if (soa_autocast_presence == SpearOfAdunAutonomouslyCastAbilityPresence.option_lotv_protoss \
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            and SC2Campaign.LOTV not in enabled_campaigns) \
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            or soa_autocast_presence == SpearOfAdunAutonomouslyCastAbilityPresence.option_not_present:
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        excluded_items.update(spear_of_adun_castable_passives)
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    return excluded_items
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def assign_starter_items(world: World, excluded_items: Set[str], locked_locations: List[str], location_cache: typing.List[Location]) -> List[Item]:
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    starter_items: List[Item] = []
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    non_local_items = get_option_value(world, "non_local_items")
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    starter_unit = get_option_value(world, "starter_unit")
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    enabled_campaigns = get_enabled_campaigns(world)
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    first_mission = get_first_mission(world.mission_req_table)
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    # Ensuring that first mission is completable
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    if starter_unit == StarterUnit.option_off:
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        starter_mission_locations = [location.name for location in location_cache
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                                     if location.parent_region.name == first_mission
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                                     and location.access_rule == Location.access_rule]
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        if not starter_mission_locations:
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            # Force early unit if first mission is impossible without one
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            starter_unit = StarterUnit.option_any_starter_unit
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    if starter_unit != StarterUnit.option_off:
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        first_race = lookup_name_to_mission[first_mission].race
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        if first_race == SC2Race.ANY:
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            # If the first mission is a logic-less no-build
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            mission_req_table: Dict[SC2Campaign, Dict[str, MissionInfo]] = world.mission_req_table
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            races = get_used_races(mission_req_table, world)
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            races.remove(SC2Race.ANY)
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            if lookup_name_to_mission[first_mission].race in races:
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                # The campaign's race is in (At least one mission that's not logic-less no-build exists)
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                first_race = lookup_name_to_mission[first_mission].campaign.race
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            elif len(races) > 0:
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                # The campaign only has logic-less no-build missions. Find any other valid race
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                first_race = world.random.choice(list(races))
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        if first_race != SC2Race.ANY:
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            # The race of the early unit has been chosen
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            basic_units = get_basic_units(world, first_race)
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            if starter_unit == StarterUnit.option_balanced:
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                basic_units = basic_units.difference(not_balanced_starting_units)
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            if first_mission == SC2Mission.DARK_WHISPERS.mission_name:
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                # Special case - you don't have a logicless location but need an AA
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                basic_units = basic_units.difference(
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                    {ItemNames.ZEALOT, ItemNames.CENTURION, ItemNames.SENTINEL, ItemNames.BLOOD_HUNTER,
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                     ItemNames.AVENGER, ItemNames.IMMORTAL, ItemNames.ANNIHILATOR, ItemNames.VANGUARD})
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            if first_mission == SC2Mission.SUDDEN_STRIKE.mission_name:
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                # Special case - cliffjumpers
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                basic_units = {ItemNames.REAPER, ItemNames.GOLIATH, ItemNames.SIEGE_TANK, ItemNames.VIKING, ItemNames.BANSHEE}
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            local_basic_unit = sorted(item for item in basic_units if item not in non_local_items and item not in excluded_items)
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            if not local_basic_unit:
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                # Drop non_local_items constraint
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                local_basic_unit = sorted(item for item in basic_units if item not in excluded_items)
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                if not local_basic_unit:
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                    raise Exception("Early Unit: At least one basic unit must be included")
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            unit: Item = add_starter_item(world, excluded_items, local_basic_unit)
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            starter_items.append(unit)
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            # NCO-only specific rules
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            if first_mission == SC2Mission.SUDDEN_STRIKE.mission_name:
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                support_item: Union[str, None] = None
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                if unit.name == ItemNames.REAPER:
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                    support_item = ItemNames.REAPER_SPIDER_MINES
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                elif unit.name == ItemNames.GOLIATH:
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                    support_item = ItemNames.GOLIATH_JUMP_JETS
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                elif unit.name == ItemNames.SIEGE_TANK:
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                    support_item = ItemNames.SIEGE_TANK_JUMP_JETS
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                elif unit.name == ItemNames.VIKING:
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                    support_item = ItemNames.VIKING_SMART_SERVOS
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                if support_item is not None:
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                    starter_items.append(add_starter_item(world, excluded_items, [support_item]))
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                starter_items.append(add_starter_item(world, excluded_items, [ItemNames.NOVA_JUMP_SUIT_MODULE]))
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                starter_items.append(
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                    add_starter_item(world, excluded_items,
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                                     [
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                                         ItemNames.NOVA_HELLFIRE_SHOTGUN,
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                                         ItemNames.NOVA_PLASMA_RIFLE,
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                                         ItemNames.NOVA_PULSE_GRENADES
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                                     ]))
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            if enabled_campaigns == {SC2Campaign.NCO}:
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                starter_items.append(add_starter_item(world, excluded_items, [ItemNames.LIBERATOR_RAID_ARTILLERY]))
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    starter_abilities = get_option_value(world, 'start_primary_abilities')
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    assert isinstance(starter_abilities, int)
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    if starter_abilities:
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        ability_count = starter_abilities
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        ability_tiers = [0, 1, 3]
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        world.random.shuffle(ability_tiers)
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        if ability_count > 3:
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            ability_tiers.append(6)
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        for tier in ability_tiers:
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            abilities = kerrigan_actives[tier].union(kerrigan_passives[tier]).difference(excluded_items, non_local_items)
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            if not abilities:
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                abilities = kerrigan_actives[tier].union(kerrigan_passives[tier]).difference(excluded_items)
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            if abilities:
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                ability_count -= 1
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                starter_items.append(add_starter_item(world, excluded_items, list(abilities)))
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                if ability_count == 0:
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                    break
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    return starter_items
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def get_first_mission(mission_req_table: Dict[SC2Campaign, Dict[str, MissionInfo]]) -> str:
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    # The first world should also be the starting world
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    campaigns = mission_req_table.keys()
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    lowest_id = min([campaign.id for campaign in campaigns])
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    first_campaign = [campaign for campaign in campaigns if campaign.id == lowest_id][0]
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    first_mission = list(mission_req_table[first_campaign])[0]
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    return first_mission
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def add_starter_item(world: World, excluded_items: Set[str], item_list: Sequence[str]) -> Item:
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    item_name = world.random.choice(sorted(item_list))
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    excluded_items.add(item_name)
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    item = create_item_with_correct_settings(world.player, item_name)
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    world.multiworld.push_precollected(item)
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    return item
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def get_item_pool(world: World, mission_req_table: Dict[SC2Campaign, Dict[str, MissionInfo]],
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                  starter_items: List[Item], excluded_items: Set[str], location_cache: List[Location]) -> List[Item]:
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    pool: List[Item] = []
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 | 
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    # For the future: goal items like Artifact Shards go here
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    locked_items = []
 | 
						|
 | 
						|
    # YAML items
 | 
						|
    yaml_locked_items = get_option_value(world, 'locked_items')
 | 
						|
    assert not isinstance(yaml_locked_items, int)
 | 
						|
 | 
						|
    # Adjust generic upgrade availability based on options
 | 
						|
    include_upgrades = get_option_value(world, 'generic_upgrade_missions') == 0
 | 
						|
    upgrade_items = get_option_value(world, 'generic_upgrade_items')
 | 
						|
    assert isinstance(upgrade_items, int)
 | 
						|
 | 
						|
    # Include items from outside main campaigns
 | 
						|
    item_sets = {'wol', 'hots', 'lotv'}
 | 
						|
    if get_option_value(world, 'nco_items') \
 | 
						|
            or SC2Campaign.NCO in get_enabled_campaigns(world):
 | 
						|
        item_sets.add('nco')
 | 
						|
    if get_option_value(world, 'bw_items'):
 | 
						|
        item_sets.add('bw')
 | 
						|
    if get_option_value(world, 'ext_items'):
 | 
						|
        item_sets.add('ext')
 | 
						|
 | 
						|
    def allowed_quantity(name: str, data: ItemData) -> int:
 | 
						|
        if name in excluded_items \
 | 
						|
                or data.type == "Upgrade" and (not include_upgrades or name not in upgrade_included_names[upgrade_items]) \
 | 
						|
                or not data.origin.intersection(item_sets):
 | 
						|
            return 0
 | 
						|
        elif name in progressive_if_nco and 'nco' not in item_sets:
 | 
						|
            return 1
 | 
						|
        elif name in progressive_if_ext and 'ext' not in item_sets:
 | 
						|
            return 1
 | 
						|
        else:
 | 
						|
            return data.quantity
 | 
						|
 | 
						|
    for name, data in get_item_table().items():
 | 
						|
        for _ in range(allowed_quantity(name, data)):
 | 
						|
            item = create_item_with_correct_settings(world.player, name)
 | 
						|
            if name in yaml_locked_items:
 | 
						|
                locked_items.append(item)
 | 
						|
            else:
 | 
						|
                pool.append(item)
 | 
						|
 | 
						|
    existing_items = starter_items + [item for item in world.multiworld.precollected_items[world.player] if item not in starter_items]
 | 
						|
    existing_names = [item.name for item in existing_items]
 | 
						|
 | 
						|
    # Check the parent item integrity, exclude items
 | 
						|
    pool[:] = [item for item in pool if pool_contains_parent(item, pool + locked_items + existing_items)]
 | 
						|
 | 
						|
    # Removing upgrades for excluded items
 | 
						|
    for item_name in excluded_items:
 | 
						|
        if item_name in existing_names:
 | 
						|
            continue
 | 
						|
        invalid_upgrades = get_item_upgrades(pool, item_name)
 | 
						|
        for invalid_upgrade in invalid_upgrades:
 | 
						|
            pool.remove(invalid_upgrade)
 | 
						|
 | 
						|
    fill_pool_with_kerrigan_levels(world, pool)
 | 
						|
    filtered_pool = filter_items(world, mission_req_table, location_cache, pool, existing_items, locked_items)
 | 
						|
    return filtered_pool
 | 
						|
 | 
						|
 | 
						|
def fill_item_pool_with_dummy_items(self: SC2World, locked_locations: List[str],
 | 
						|
                                    location_cache: List[Location], pool: List[Item]):
 | 
						|
    for _ in range(len(location_cache) - len(locked_locations) - len(pool)):
 | 
						|
        item = create_item_with_correct_settings(self.player, self.get_filler_item_name())
 | 
						|
        pool.append(item)
 | 
						|
 | 
						|
 | 
						|
def create_item_with_correct_settings(player: int, name: str) -> Item:
 | 
						|
    data = get_full_item_list()[name]
 | 
						|
 | 
						|
    item = Item(name, data.classification, data.code, player)
 | 
						|
 | 
						|
    return item
 | 
						|
 | 
						|
 | 
						|
def pool_contains_parent(item: Item, pool: Iterable[Item]):
 | 
						|
    item_data = get_full_item_list().get(item.name)
 | 
						|
    if item_data.parent_item is None:
 | 
						|
        # The item has not associated parent, the item is valid
 | 
						|
        return True
 | 
						|
    parent_item = item_data.parent_item
 | 
						|
    # Check if the pool contains the parent item
 | 
						|
    return parent_item in [pool_item.name for pool_item in pool]
 | 
						|
 | 
						|
 | 
						|
def fill_resource_locations(world: World, locked_locations: List[str], location_cache: List[Location]):
 | 
						|
    """
 | 
						|
    Filters the locations in the world using a trash or Nothing item
 | 
						|
    :param multiworld:
 | 
						|
    :param player:
 | 
						|
    :param locked_locations:
 | 
						|
    :param location_cache:
 | 
						|
    :return:
 | 
						|
    """
 | 
						|
    open_locations = [location for location in location_cache if location.item is None]
 | 
						|
    plando_locations = get_plando_locations(world)
 | 
						|
    resource_location_types = get_location_types(world, LocationInclusion.option_resources)
 | 
						|
    location_data = {sc2_location.name: sc2_location for sc2_location in get_locations(world)}
 | 
						|
    for location in open_locations:
 | 
						|
        # Go through the locations that aren't locked yet (early unit, etc)
 | 
						|
        if location.name not in plando_locations:
 | 
						|
            # The location is not plando'd
 | 
						|
            sc2_location = location_data[location.name]
 | 
						|
            if sc2_location.type in resource_location_types:
 | 
						|
                item_name = world.random.choice(filler_items)
 | 
						|
                item = create_item_with_correct_settings(world.player, item_name)
 | 
						|
                location.place_locked_item(item)
 | 
						|
                locked_locations.append(location.name)
 | 
						|
 | 
						|
 | 
						|
def place_exclusion_item(item_name, location, locked_locations, player):
 | 
						|
    item = create_item_with_correct_settings(player, item_name)
 | 
						|
    location.place_locked_item(item)
 | 
						|
    locked_locations.append(location.name)
 | 
						|
 | 
						|
 | 
						|
def fill_pool_with_kerrigan_levels(world: World, item_pool: List[Item]):
 | 
						|
    total_levels = get_option_value(world, "kerrigan_level_item_sum")
 | 
						|
    if get_option_value(world, "kerrigan_presence") not in kerrigan_unit_available \
 | 
						|
            or total_levels == 0 \
 | 
						|
            or SC2Campaign.HOTS not in get_enabled_campaigns(world):
 | 
						|
        return
 | 
						|
    
 | 
						|
    def add_kerrigan_level_items(level_amount: int, item_amount: int):
 | 
						|
        name = f"{level_amount} Kerrigan Level"
 | 
						|
        if level_amount > 1:
 | 
						|
            name += "s"
 | 
						|
        for _ in range(item_amount):
 | 
						|
            item_pool.append(create_item_with_correct_settings(world.player, name))
 | 
						|
 | 
						|
    sizes = [70, 35, 14, 10, 7, 5, 2, 1]
 | 
						|
    option = get_option_value(world, "kerrigan_level_item_distribution")
 | 
						|
 | 
						|
    assert isinstance(option, int)
 | 
						|
    assert isinstance(total_levels, int)
 | 
						|
 | 
						|
    if option in (KerriganLevelItemDistribution.option_vanilla, KerriganLevelItemDistribution.option_smooth):
 | 
						|
        distribution = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
 | 
						|
        if option == KerriganLevelItemDistribution.option_vanilla:
 | 
						|
            distribution = [32, 0, 0, 1, 3, 0, 0, 0, 1, 1]
 | 
						|
        else: # Smooth
 | 
						|
            distribution = [0, 0, 0, 1, 1, 2, 2, 2, 1, 1]
 | 
						|
        for tier in range(len(distribution)):
 | 
						|
            add_kerrigan_level_items(tier + 1, distribution[tier])
 | 
						|
    else:
 | 
						|
        size = sizes[option - 2]
 | 
						|
        round_func: Callable[[float], int] = round
 | 
						|
        if total_levels > 70:
 | 
						|
            round_func = floor
 | 
						|
        else:
 | 
						|
            round_func = ceil
 | 
						|
        add_kerrigan_level_items(size, round_func(float(total_levels) / size))
 |