464 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			464 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import itertools
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| import os
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| import os.path
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| import threading
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| import typing
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| from worlds.AutoWorld import WebWorld, World
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| from worlds.generic.Rules import add_item_rule, set_rule
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| from BaseClasses import Entrance, Item, ItemClassification, Location, LocationProgressType, Region, Tutorial
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| from Utils import output_path
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| 
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| try:
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|     import pyevermizer  # from package
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| except ImportError:
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|     import traceback
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|     traceback.print_exc()
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|     from . import pyevermizer  # as part of the source tree
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| 
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| from . import Logic  # load logic mixin
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| from .Options import soe_options, Difficulty, EnergyCore, RequiredFragments, AvailableFragments
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| from .Patch import SoEDeltaPatch, get_base_rom_path
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| 
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| """
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| In evermizer:
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| 
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| Items are uniquely defined by a pair of (type, id).
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| For most items this is their vanilla location (i.e. CHECK_GOURD, number).
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| 
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| Items have `provides`, which give the actual progression
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| instead of providing multiple events per item, we iterate through them in Logic.py
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|     e.g. Found any weapon
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| 
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| Locations have `requires` and `provides`.
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| Requirements have to be converted to (access) rules for AP
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|     e.g. Chest locked behind having a weapon
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| Provides could be events, but instead we iterate through the entire logic in Logic.py
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|     e.g. NPC available after fighting a Boss
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| 
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| Rules are special locations that don't have a physical location
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| instead of implementing virtual locations and virtual items, we simply use them in Logic.py
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|     e.g. 2DEs+Wheel+Gauge = Rocket
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| 
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| Rules and Locations live on the same logic tree returned by pyevermizer.get_logic()
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| 
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| TODO: for balancing we may want to generate Regions (with Entrances) for some
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| common rules, place the locations in those Regions and shorten the rules.
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| 
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| 
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| Item grouping currently supports
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| * Any <ingredient name> - "Any Water" matches all Water drops
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| * Any <healing item name> - "Any Petal" matches all Petal drops
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| * Any Moniez - Matches the talon/jewel/gold coin/credit drops from chests (not market, fountain or Mungola)
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| * Ingredients - Matches all ingredient drops
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| * Alchemy - Matches all alchemy formulas
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| * Weapons - Matches all weapons but Bazooka, Bone Crusher, Neutron Blade
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| * Traps - Matches all traps
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| """
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| 
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| _id_base = 64000
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| _id_offset: typing.Dict[int, int] = {
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|     pyevermizer.CHECK_ALCHEMY: _id_base + 0,  # alchemy 64000..64049
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|     pyevermizer.CHECK_BOSS: _id_base + 50,  # bosses 64050..6499
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|     pyevermizer.CHECK_GOURD: _id_base + 100,  # gourds 64100..64399
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|     pyevermizer.CHECK_NPC: _id_base + 400,  # npc 64400..64499
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|     # TODO: sniff 64500..64799
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|     pyevermizer.CHECK_EXTRA: _id_base + 800,  # extra items 64800..64899
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|     pyevermizer.CHECK_TRAP: _id_base + 900,  # trap 64900..64999
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| }
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| 
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| # cache native evermizer items and locations
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| _items = pyevermizer.get_items()
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| _traps = pyevermizer.get_traps()
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| _extras = pyevermizer.get_extra_items()  # items that are not placed by default
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| _locations = pyevermizer.get_locations()
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| # fix up texts for AP
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| for _loc in _locations:
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|     if _loc.type == pyevermizer.CHECK_GOURD:
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|         _loc.name = f'{_loc.name} #{_loc.index}'
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| # item helpers
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| _ingredients = (
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|     'Wax', 'Water', 'Vinegar', 'Root', 'Oil', 'Mushroom', 'Mud Pepper', 'Meteorite', 'Limestone', 'Iron',
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|     'Gunpowder', 'Grease', 'Feather', 'Ethanol', 'Dry Ice', 'Crystal', 'Clay', 'Brimstone', 'Bone', 'Atlas Amulet',
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|     'Ash', 'Acorn'
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| )
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| _other_items = (
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|     'Call bead', 'Petal', 'Biscuit', 'Pixie Dust', 'Nectar', 'Honey', 'Moniez'
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| )
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| 
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| 
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| def _match_item_name(item, substr: str) -> bool:
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|     sub = item.name.split(' ', 1)[1] if item.name[0].isdigit() else item.name
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|     return sub == substr or sub == substr+'s'
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| 
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| 
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| def _get_location_mapping() -> typing.Tuple[typing.Dict[str, int], typing.Dict[int, pyevermizer.Location]]:
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|     name_to_id = {}
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|     id_to_raw = {}
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|     for loc in _locations:
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|         ap_id = _id_offset[loc.type] + loc.index
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|         id_to_raw[ap_id] = loc
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|         name_to_id[loc.name] = ap_id
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|     name_to_id['Done'] = None
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|     return name_to_id, id_to_raw
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| 
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| 
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| def _get_item_mapping() -> typing.Tuple[typing.Dict[str, int], typing.Dict[int, pyevermizer.Item]]:
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|     name_to_id = {}
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|     id_to_raw = {}
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|     for item in itertools.chain(_items, _extras, _traps):
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|         if item.name in name_to_id:
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|             continue
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|         ap_id = _id_offset[item.type] + item.index
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|         id_to_raw[ap_id] = item
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|         name_to_id[item.name] = ap_id
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|     name_to_id['Victory'] = None
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|     return name_to_id, id_to_raw
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| 
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| 
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| def _get_item_grouping() -> typing.Dict[str, typing.Set[str]]:
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|     groups = {}
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|     ingredients_group = set()
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|     for ingredient in _ingredients:
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|         group = set(item.name for item in _items if _match_item_name(item, ingredient))
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|         groups[f'Any {ingredient}'] = group
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|         ingredients_group |= group
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|     groups['Ingredients'] = ingredients_group
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|     for other in _other_items:
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|         groups[f'Any {other}'] = set(item.name for item in _items if _match_item_name(item, other))
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|     groups['Alchemy'] = set(item.name for item in _items if item.type == pyevermizer.CHECK_ALCHEMY)
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|     groups['Weapons'] = {'Spider Claw', 'Horn Spear', 'Gladiator Sword', 'Bronze Axe', 'Bronze Spear', 'Crusader Sword',
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|                          'Lance (Weapon)', 'Knight Basher', 'Atom Smasher', 'Laser Lance'}
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|     groups['Traps'] = {trap.name for trap in _traps}
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|     return groups
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| 
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| 
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| class SoEWebWorld(WebWorld):
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|     theme = 'jungle'
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|     tutorials = [Tutorial(
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|         "Multiworld Setup Guide",
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|         "A guide to playing Secret of Evermore randomizer. This guide covers single-player, multiworld and related"
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|         " software.",
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|         "English",
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|         "multiworld_en.md",
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|         "multiworld/en",
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|         ["Black Sliver"]
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|     )]
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| 
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| 
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| class SoEWorld(World):
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|     """
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|     Secret of Evermore is a SNES action RPG. You learn alchemy spells, fight bosses and gather rocket parts to visit a
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|     space station where the final boss must be defeated. 
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|     """
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|     game: str = "Secret of Evermore"
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|     option_definitions = soe_options
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|     topology_present = False
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|     data_version = 4
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|     web = SoEWebWorld()
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|     required_client_version = (0, 3, 5)
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| 
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|     item_name_to_id, item_id_to_raw = _get_item_mapping()
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|     location_name_to_id, location_id_to_raw = _get_location_mapping()
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|     item_name_groups = _get_item_grouping()
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| 
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|     trap_types = [name[12:] for name in option_definitions if name.startswith('trap_chance_')]
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| 
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|     evermizer_seed: int
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|     connect_name: str
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|     energy_core: int
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|     available_fragments: int
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|     required_fragments: int
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| 
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|     _halls_ne_chest_names: typing.List[str] = [loc.name for loc in _locations if 'Halls NE' in loc.name]
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| 
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|     def __init__(self, *args, **kwargs):
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|         self.connect_name_available_event = threading.Event()
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|         super(SoEWorld, self).__init__(*args, **kwargs)
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| 
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|     def generate_early(self) -> None:
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|         # store option values that change logic
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|         self.energy_core = self.multiworld.energy_core[self.player].value
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|         self.required_fragments = self.multiworld.required_fragments[self.player].value
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|         if self.required_fragments > self.multiworld.available_fragments[self.player].value:
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|             self.multiworld.available_fragments[self.player].value = self.required_fragments
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|         self.available_fragments = self.multiworld.available_fragments[self.player].value
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| 
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|     def create_event(self, event: str) -> Item:
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|         return SoEItem(event, ItemClassification.progression, None, self.player)
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| 
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|     def create_item(self, item: typing.Union[pyevermizer.Item, str]) -> Item:
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|         if isinstance(item, str):
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|             item = self.item_id_to_raw[self.item_name_to_id[item]]
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|         if item.type == pyevermizer.CHECK_TRAP:
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|             classification = ItemClassification.trap
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|         elif item.progression:
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|             classification = ItemClassification.progression
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|         elif item.useful:
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|             classification = ItemClassification.useful
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|         else:
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|             classification = ItemClassification.filler
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| 
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|         return SoEItem(item.name, classification, self.item_name_to_id[item.name], self.player)
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| 
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|     @classmethod
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|     def stage_assert_generate(cls, multiworld):
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|         rom_file = get_base_rom_path()
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|         if not os.path.exists(rom_file):
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|             raise FileNotFoundError(rom_file)
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| 
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|     def create_regions(self):
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|         # exclude 'hidden' on easy
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|         max_difficulty = 1 if self.multiworld.difficulty[self.player] == Difficulty.option_easy else 256
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| 
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|         # TODO: generate *some* regions from locations' requirements?
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|         r = Region('Menu', self.player, self.multiworld)
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|         r.exits = [Entrance(self.player, 'New Game', r)]
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|         self.multiworld.regions += [r]
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| 
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|         def get_sphere_index(evermizer_loc):
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|             """Returns 0, 1 or 2 for locations in spheres 1, 2, 3+"""
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|             if len(evermizer_loc.requires) == 1 and evermizer_loc.requires[0][1] != pyevermizer.P_WEAPON:
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|                 return 2
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|             return min(2, len(evermizer_loc.requires))
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| 
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|         # group locations into spheres (1, 2, 3+ at index 0, 1, 2)
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|         spheres: typing.Dict[int, typing.Dict[int, typing.List[SoELocation]]] = {}
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|         for loc in _locations:
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|             spheres.setdefault(get_sphere_index(loc), {}).setdefault(loc.type, []).append(
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|                 SoELocation(self.player, loc.name, self.location_name_to_id[loc.name], r,
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|                             loc.difficulty > max_difficulty))
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| 
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|         # location balancing data
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|         trash_fills: typing.Dict[int, typing.Dict[int, typing.Tuple[int, int, int, int]]] = {
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|             0: {pyevermizer.CHECK_GOURD: (20, 40, 40, 40)},  # remove up to 40 gourds from sphere 1
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|             1: {pyevermizer.CHECK_GOURD: (70, 90, 90, 90)},  # remove up to 90 gourds from sphere 2
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|         }
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| 
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|         # mark some as excluded based on numbers above
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|         for trash_sphere, fills in trash_fills.items():
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|             for typ, counts in fills.items():
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|                 count = counts[self.multiworld.difficulty[self.player].value]
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|                 for location in self.multiworld.random.sample(spheres[trash_sphere][typ], count):
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|                     assert location.name != "Energy Core #285", "Error in sphere generation"
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|                     location.progress_type = LocationProgressType.EXCLUDED
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| 
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|         def sphere1_blocked_items_rule(item):
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|             if isinstance(item, SoEItem):
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|                 # disable certain items in sphere 1
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|                 if item.name in {"Gauge", "Wheel"}:
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|                     return False
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|                 # and some more for non-easy, non-mystery
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|                 if self.multiworld.difficulty[item.player] not in (Difficulty.option_easy, Difficulty.option_mystery):
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|                     if item.name in {"Laser Lance", "Atom Smasher", "Diamond Eye"}:
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|                         return False
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|             return True
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| 
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|         for locations in spheres[0].values():
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|             for location in locations:
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|                 add_item_rule(location, sphere1_blocked_items_rule)
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| 
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|         # make some logically late(r) bosses priority locations to increase complexity
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|         if self.multiworld.difficulty[self.player] == Difficulty.option_mystery:
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|             late_count = self.multiworld.random.randint(0, 2)
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|         else:
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|             late_count = self.multiworld.difficulty[self.player].value
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|         late_bosses = ("Tiny", "Aquagoth", "Megataur", "Rimsala",
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|                        "Mungola", "Lightning Storm", "Magmar", "Volcano Viper")
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|         late_locations = self.multiworld.random.sample(late_bosses, late_count)
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| 
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|         # add locations to the world
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|         r = Region('Ingame', self.player, self.multiworld)
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|         for sphere in spheres.values():
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|             for locations in sphere.values():
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|                 for location in locations:
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|                     r.locations.append(location)
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|                     if location.name in late_locations:
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|                         location.progress_type = LocationProgressType.PRIORITY
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| 
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|         r.locations.append(SoELocation(self.player, 'Done', None, r))
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|         self.multiworld.regions += [r]
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| 
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|         self.multiworld.get_entrance('New Game', self.player).connect(self.multiworld.get_region('Ingame', self.player))
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| 
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|     def create_items(self):
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|         # add regular items to the pool
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|         exclusions: typing.List[str] = []
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|         if self.energy_core != EnergyCore.option_shuffle:
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|             exclusions.append("Energy Core")  # will be placed in generate_basic or replaced by a fragment below
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|         items = list(map(lambda item: self.create_item(item), (item for item in _items if item.name not in exclusions)))
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| 
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|         # remove one pair of wings that will be placed in generate_basic
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|         items.remove(self.create_item("Wings"))
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| 
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|         def is_ingredient(item):
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|             for ingredient in _ingredients:
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|                 if _match_item_name(item, ingredient):
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|                     return True
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|             return False
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| 
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|         # add energy core fragments to the pool
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|         ingredients = [n for n, item in enumerate(items) if is_ingredient(item)]
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|         if self.energy_core == EnergyCore.option_fragments:
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|             items.append(self.create_item("Energy Core Fragment"))  # replaces the vanilla energy core
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|             for _ in range(self.available_fragments - 1):
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|                 if len(ingredients) < 1:
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|                     break  # out of ingredients to replace
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|                 r = self.multiworld.random.choice(ingredients)
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|                 ingredients.remove(r)
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|                 items[r] = self.create_item("Energy Core Fragment")
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| 
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|         # add traps to the pool
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|         trap_count = self.multiworld.trap_count[self.player].value
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|         trap_chances = {}
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|         trap_names = {}
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|         if trap_count > 0:
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|             for trap_type in self.trap_types:
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|                 trap_option = getattr(self.multiworld, f'trap_chance_{trap_type}')[self.player]
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|                 trap_chances[trap_type] = trap_option.value
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|                 trap_names[trap_type] = trap_option.item_name
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|             trap_chances_total = sum(trap_chances.values())
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|             if trap_chances_total == 0:
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|                 for trap_type in trap_chances:
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|                     trap_chances[trap_type] = 1
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|                 trap_chances_total = len(trap_chances)
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| 
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|         def create_trap() -> Item:
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|             v = self.multiworld.random.randrange(trap_chances_total)
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|             for t, c in trap_chances.items():
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|                 if v < c:
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|                     return self.create_item(trap_names[t])
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|                 v -= c
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|             assert False, "Bug in create_trap"
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| 
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|         for _ in range(trap_count):
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|             if len(ingredients) < 1:
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|                 break  # out of ingredients to replace
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|             r = self.multiworld.random.choice(ingredients)
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|             ingredients.remove(r)
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|             items[r] = create_trap()
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| 
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|         self.multiworld.itempool += items
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| 
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|     def set_rules(self):
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|         self.multiworld.completion_condition[self.player] = lambda state: state.has('Victory', self.player)
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|         # set Done from goal option once we have multiple goals
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|         set_rule(self.multiworld.get_location('Done', self.player),
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|                  lambda state: state.soe_has(pyevermizer.P_FINAL_BOSS, self.multiworld, self.player))
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|         set_rule(self.multiworld.get_entrance('New Game', self.player), lambda state: True)
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|         for loc in _locations:
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|             location = self.multiworld.get_location(loc.name, self.player)
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|             set_rule(location, self.make_rule(loc.requires))
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| 
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|     def make_rule(self, requires: typing.List[typing.Tuple[int, int]]) -> typing.Callable[[typing.Any], bool]:
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|         def rule(state) -> bool:
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|             for count, progress in requires:
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|                 if not state.soe_has(progress, self.multiworld, self.player, count):
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|                     return False
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|             return True
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| 
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|         return rule
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| 
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|     def make_item_type_limit_rule(self, item_type: int):
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|         return lambda item: item.player != self.player or self.item_id_to_raw[item.code].type == item_type
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| 
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|     def generate_basic(self):
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|         # place Victory event
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|         self.multiworld.get_location('Done', self.player).place_locked_item(self.create_event('Victory'))
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|         # place wings in halls NE to avoid softlock
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|         wings_location = self.multiworld.random.choice(self._halls_ne_chest_names)
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|         wings_item = self.create_item('Wings')
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|         self.multiworld.get_location(wings_location, self.player).place_locked_item(wings_item)
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|         # place energy core at vanilla location for vanilla mode
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|         if self.energy_core == EnergyCore.option_vanilla:
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|             energy_core = self.create_item('Energy Core')
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|             self.multiworld.get_location('Energy Core #285', self.player).place_locked_item(energy_core)
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|         # generate stuff for later
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|         self.evermizer_seed = self.multiworld.random.randint(0, 2 ** 16 - 1)  # TODO: make this an option for "full" plando?
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| 
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|     def generate_output(self, output_directory: str):
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|         player_name = self.multiworld.get_player_name(self.player)
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|         self.connect_name = player_name[:32]
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|         while len(self.connect_name.encode('utf-8')) > 32:
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|             self.connect_name = self.connect_name[:-1]
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|         self.connect_name_available_event.set()
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|         placement_file = ""
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|         out_file = ""
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|         try:
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|             money = self.multiworld.money_modifier[self.player].value
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|             exp = self.multiworld.exp_modifier[self.player].value
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|             switches: typing.List[str] = []
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|             if self.multiworld.death_link[self.player].value:
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|                 switches.append("--death-link")
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|             if self.energy_core == EnergyCore.option_fragments:
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|                 switches.extend(('--available-fragments', str(self.available_fragments),
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|                                  '--required-fragments', str(self.required_fragments)))
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|             rom_file = get_base_rom_path()
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|             out_base = output_path(output_directory, self.multiworld.get_out_file_name_base(self.player))
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|             out_file = out_base + '.sfc'
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|             placement_file = out_base + '.txt'
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|             patch_file = out_base + '.apsoe'
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|             flags = 'l'  # spoiler log
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|             for option_name in self.option_definitions:
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|                 option = getattr(self.multiworld, option_name)[self.player]
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|                 if hasattr(option, 'to_flag'):
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|                     flags += option.to_flag()
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| 
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|             with open(placement_file, "wb") as f:  # generate placement file
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|                 for location in filter(lambda l: l.player == self.player, self.multiworld.get_locations()):
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|                     item = location.item
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|                     assert item is not None, "Can't handle unfilled location"
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|                     if item.code is None or location.address is None:
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|                         continue  # skip events
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|                     loc = self.location_id_to_raw[location.address]
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|                     if item.player != self.player:
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|                         line = f'{loc.type},{loc.index}:{pyevermizer.CHECK_NONE},{item.code},{item.player}\n'
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|                     else:
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|                         soe_item = self.item_id_to_raw[item.code]
 | |
|                         line = f'{loc.type},{loc.index}:{soe_item.type},{soe_item.index}\n'
 | |
|                     f.write(line.encode('utf-8'))
 | |
| 
 | |
|             if not os.path.exists(rom_file):
 | |
|                 raise FileNotFoundError(rom_file)
 | |
|             if (pyevermizer.main(rom_file, out_file, placement_file, self.multiworld.seed_name, self.connect_name,
 | |
|                                  self.evermizer_seed, flags, money, exp, switches)):
 | |
|                 raise RuntimeError()
 | |
|             patch = SoEDeltaPatch(patch_file, player=self.player,
 | |
|                                   player_name=player_name, patched_path=out_file)
 | |
|             patch.write()
 | |
|         except Exception:
 | |
|             raise
 | |
|         finally:
 | |
|             try:
 | |
|                 os.unlink(placement_file)
 | |
|                 os.unlink(out_file)
 | |
|                 os.unlink(out_file[:-4] + '_SPOILER.log')
 | |
|             except FileNotFoundError:
 | |
|                 pass
 | |
| 
 | |
|     def modify_multidata(self, multidata: dict):
 | |
|         # wait for self.connect_name to be available.
 | |
|         self.connect_name_available_event.wait()
 | |
|         # we skip in case of error, so that the original error in the output thread is the one that gets raised
 | |
|         if self.connect_name and self.connect_name != self.multiworld.player_name[self.player]:
 | |
|             payload = multidata["connect_names"][self.multiworld.player_name[self.player]]
 | |
|             multidata["connect_names"][self.connect_name] = payload
 | |
| 
 | |
|     def get_filler_item_name(self) -> str:
 | |
|         return self.multiworld.random.choice(list(self.item_name_groups["Ingredients"]))
 | |
| 
 | |
| 
 | |
| class SoEItem(Item):
 | |
|     game: str = "Secret of Evermore"
 | |
|     __slots__ = ()  # disable __dict__
 | |
| 
 | |
| 
 | |
| class SoELocation(Location):
 | |
|     game: str = "Secret of Evermore"
 | |
|     __slots__ = ()  # disables __dict__ once Location has __slots__
 | |
| 
 | |
|     def __init__(self, player: int, name: str, address: typing.Optional[int], parent: Region, exclude: bool = False):
 | |
|         super().__init__(player, name, address, parent)
 | |
|         # unconditional assignments favor a split dict, saving memory
 | |
|         self.progress_type = LocationProgressType.EXCLUDED if exclude else LocationProgressType.DEFAULT
 | |
|         self.event = not address
 | 
