1320 lines
		
	
	
		
			63 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			1320 lines
		
	
	
		
			63 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from __future__ import annotations
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import copy
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from enum import Enum, unique
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import logging
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import json
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from collections import OrderedDict, Counter, deque
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from EntranceShuffle import door_addresses, indirect_connections
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from Utils import int16_as_bytes
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from typing import Union
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class World(object):
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    debug_types = False
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    player_names: list
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    _region_cache: dict
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    difficulty_requirements: dict
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    required_medallions: dict
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    def __init__(self, players, shuffle, logic, mode, swords, difficulty, difficulty_adjustments, timer, progressive,
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                 goal, algorithm, accessibility, shuffle_ganon, retro, custom, customitemarray, hints):
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        if self.debug_types:
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            import inspect
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            methods = inspect.getmembers(self, predicate=inspect.ismethod)
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            for name, method in methods:
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                if name.startswith("_debug_"):
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                    setattr(self, name[7:], method)
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                    logging.debug(f"Set {self}.{name[7:]} to {method}")
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            self.get_location = self._debug_get_location
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        self.players = players
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        self.teams = 1
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        self.shuffle = shuffle.copy()
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        self.logic = logic.copy()
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        self.mode = mode.copy()
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        self.swords = swords.copy()
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        self.difficulty = difficulty.copy()
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        self.difficulty_adjustments = difficulty_adjustments.copy()
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        self.timer = timer.copy()
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        self.progressive = progressive
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        self.goal = goal.copy()
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        self.algorithm = algorithm
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        self.dungeons = []
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        self.regions = []
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        self.shops = []
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        self.itempool = []
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        self.seed = None
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        self.precollected_items = []
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        self.state = CollectionState(self)
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        self._cached_entrances = None
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        self._cached_locations = None
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        self._entrance_cache = {}
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        self._location_cache = {}
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        self.required_locations = []
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        self.shuffle_bonk_prizes = False
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        self.light_world_light_cone = False
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        self.dark_world_light_cone = False
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        self.rupoor_cost = 10
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        self.aga_randomness = True
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        self.lock_aga_door_in_escape = False
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        self.save_and_quit_from_boss = True
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        self.accessibility = accessibility.copy()
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        self.shuffle_ganon = shuffle_ganon
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        self.fix_gtower_exit = self.shuffle_ganon
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        self.retro = retro.copy()
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        self.custom = custom
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        self.customitemarray = customitemarray
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        self.hints = hints.copy()
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        self.dynamic_regions = []
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        self.dynamic_locations = []
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        self.spoiler = Spoiler(self)
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        self.lamps_needed_for_dark_rooms = 1
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        for player in range(1, players + 1):
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            def set_player_attr(attr, val):
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                self.__dict__.setdefault(attr, {})[player] = val
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            set_player_attr('_region_cache', {})
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            set_player_attr('player_names', [])
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            set_player_attr('remote_items', False)
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            set_player_attr('required_medallions', ['Ether', 'Quake'])
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            set_player_attr('swamp_patch_required', False)
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            set_player_attr('powder_patch_required', False)
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            set_player_attr('ganon_at_pyramid', True)
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            set_player_attr('ganonstower_vanilla', True)
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            set_player_attr('sewer_light_cone', self.mode[player] == 'standard')
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            set_player_attr('fix_trock_doors', self.shuffle[player] != 'vanilla' or self.mode[player] == 'inverted')
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            set_player_attr('fix_skullwoods_exit', self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
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            set_player_attr('fix_palaceofdarkness_exit', self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
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            set_player_attr('fix_trock_exit', self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
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            set_player_attr('can_access_trock_eyebridge', None)
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            set_player_attr('can_access_trock_front', None)
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            set_player_attr('can_access_trock_big_chest', None)
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            set_player_attr('can_access_trock_middle', None)
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            set_player_attr('fix_fake_world', True)
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            set_player_attr('mapshuffle', False)
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            set_player_attr('compassshuffle', False)
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            set_player_attr('keyshuffle', False)
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            set_player_attr('bigkeyshuffle', False)
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            set_player_attr('difficulty_requirements', None)
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            set_player_attr('boss_shuffle', 'none')
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            set_player_attr('enemy_shuffle', 'none')
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            set_player_attr('enemy_health', 'default')
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            set_player_attr('enemy_damage', 'default')
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            set_player_attr('beemizer', 0)
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            set_player_attr('escape_assist', [])
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            set_player_attr('crystals_needed_for_ganon', 7)
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            set_player_attr('crystals_needed_for_gt', 7)
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            set_player_attr('open_pyramid', False)
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            set_player_attr('treasure_hunt_icon', 'Triforce Piece')
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            set_player_attr('treasure_hunt_count', 0)
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            set_player_attr('clock_mode', False)
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            set_player_attr('can_take_damage', True)
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            set_player_attr('glitch_boots', True)
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            set_player_attr('progression_balancing', True)
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            set_player_attr('local_items', set())
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            set_player_attr('triforce_pieces_available', 30)
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            set_player_attr('triforce_pieces_required', 20)
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    @property
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    def player_ids(self):
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        yield from range(1, self.players + 1)
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    def get_name_string_for_object(self, obj) -> str:
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        return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_names(obj.player)})'
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    def get_player_names(self, player) -> str:
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        return ", ".join(
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            [name for i, name in enumerate(self.player_names[player]) if self.player_names[player].index(name) == i])
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    def initialize_regions(self, regions=None):
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        for region in regions if regions else self.regions:
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            region.world = self
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            self._region_cache[region.player][region.name] = region
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    def get_regions(self, player=None):
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        return self.regions if player is None else self._region_cache[player].values()
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    def get_region(self, regionname: str, player: int) -> Region:
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        try:
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            return self._region_cache[player][regionname]
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        except KeyError:
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            for region in self.regions:
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                if region.name == regionname and region.player == player:
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                    assert not region.world  # this should only happen before initialization
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                    return region
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            raise RuntimeError('No such region %s for player %d' % (regionname, player))
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    def _debug_get_region(self, regionname: str, player: int) -> Region:
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        if type(regionname) != str:
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            raise TypeError(f"expected str, got {type(regionname)} instead")
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        try:
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            return self._region_cache[player][regionname]
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        except KeyError:
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            for region in self.regions:
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                if region.name == regionname and region.player == player:
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                    assert not region.world  # this should only happen before initialization
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                    return region
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            raise RuntimeError('No such region %s for player %d' % (regionname, player))
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    def get_entrance(self, entrance: str, player: int) -> Entrance:
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        try:
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            return self._entrance_cache[(entrance, player)]
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        except KeyError:
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            for region in self.regions:
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                for exit in region.exits:
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                    if exit.name == entrance and exit.player == player:
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                        self._entrance_cache[(entrance, player)] = exit
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                        return exit
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            raise RuntimeError('No such entrance %s for player %d' % (entrance, player))
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    def _debug_get_entrance(self, entrance: str, player: int) -> Entrance:
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        if type(entrance) != str:
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            raise TypeError(f"expected str, got {type(entrance)} instead")
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        try:
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            return self._entrance_cache[(entrance, player)]
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        except KeyError:
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            for region in self.regions:
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                for exit in region.exits:
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                    if exit.name == entrance and exit.player == player:
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                        self._entrance_cache[(entrance, player)] = exit
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                        return exit
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            raise RuntimeError('No such entrance %s for player %d' % (entrance, player))
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    def get_location(self, location: str, player: int) -> Location:
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        try:
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            return self._location_cache[(location, player)]
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        except KeyError:
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            for region in self.regions:
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                for r_location in region.locations:
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                    if r_location.name == location and r_location.player == player:
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                        self._location_cache[(location, player)] = r_location
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                        return r_location
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        raise RuntimeError('No such location %s for player %d' % (location, player))
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    def _debug_get_location(self, location: str, player: int) -> Location:
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        if type(location) != str:
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            raise TypeError(f"expected str, got {type(location)} instead")
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        try:
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            return self._location_cache[(location, player)]
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        except KeyError:
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            for region in self.regions:
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                for r_location in region.locations:
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                    if r_location.name == location and r_location.player == player:
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                        self._location_cache[(location, player)] = r_location
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                        return r_location
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        raise RuntimeError('No such location %s for player %d' % (location, player))
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    def get_dungeon(self, dungeonname: str, player: int) -> Dungeon:
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        for dungeon in self.dungeons:
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            if dungeon.name == dungeonname and dungeon.player == player:
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                return dungeon
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        raise RuntimeError('No such dungeon %s for player %d' % (dungeonname, player))
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    def _debug_get_dungeon(self, dungeonname: str, player: int) -> Dungeon:
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        if type(dungeonname) != str:
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            raise TypeError(f"expected str, got {type(dungeonname)} instead")
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        for dungeon in self.dungeons:
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            if dungeon.name == dungeonname and dungeon.player == player:
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                return dungeon
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        raise RuntimeError('No such dungeon %s for player %d' % (dungeonname, player))
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    def get_all_state(self, keys=False) -> CollectionState:
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        ret = CollectionState(self)
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        def soft_collect(item):
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            if item.name.startswith('Progressive '):
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                if 'Sword' in item.name:
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                    if ret.has('Golden Sword', item.player):
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                        pass
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                    elif ret.has('Tempered Sword', item.player) and self.difficulty_requirements[
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                        item.player].progressive_sword_limit >= 4:
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                        ret.prog_items['Golden Sword', item.player] += 1
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                    elif ret.has('Master Sword', item.player) and self.difficulty_requirements[
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                        item.player].progressive_sword_limit >= 3:
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                        ret.prog_items['Tempered Sword', item.player] += 1
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                    elif ret.has('Fighter Sword', item.player) and self.difficulty_requirements[item.player].progressive_sword_limit >= 2:
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                        ret.prog_items['Master Sword', item.player] += 1
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                    elif self.difficulty_requirements[item.player].progressive_sword_limit >= 1:
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                        ret.prog_items['Fighter Sword', item.player] += 1
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                elif 'Glove' in item.name:
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                    if ret.has('Titans Mitts', item.player):
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                        pass
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                    elif ret.has('Power Glove', item.player):
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                        ret.prog_items['Titans Mitts', item.player] += 1
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                    else:
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                        ret.prog_items['Power Glove', item.player] += 1
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                elif 'Shield' in item.name:
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                    if ret.has('Mirror Shield', item.player):
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                        pass
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                    elif ret.has('Red Shield', item.player) and self.difficulty_requirements[item.player].progressive_shield_limit >= 3:
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                        ret.prog_items['Mirror Shield', item.player] += 1
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                    elif ret.has('Blue Shield', item.player)  and self.difficulty_requirements[item.player].progressive_shield_limit >= 2:
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                        ret.prog_items['Red Shield', item.player] += 1
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                    elif self.difficulty_requirements[item.player].progressive_shield_limit >= 1:
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                        ret.prog_items['Blue Shield', item.player] += 1
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                elif 'Bow' in item.name:
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                    if ret.has('Silver Arrows', item.player):
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                        pass
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                    elif ret.has('Bow', item.player) and self.difficulty_requirements[item.player].progressive_bow_limit >= 2:
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                        ret.prog_items['Silver Arrows', item.player] += 1
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                    elif self.difficulty_requirements[item.player].progressive_bow_limit >= 1:
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                        ret.prog_items['Bow', item.player] += 1
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            elif item.name.startswith('Bottle'):
 | 
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                if ret.bottle_count(item.player) < self.difficulty_requirements[item.player].progressive_bottle_limit:
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                    ret.prog_items[item.name, item.player] += 1
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            elif item.advancement or item.smallkey or item.bigkey:
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                ret.prog_items[item.name, item.player] += 1
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        for item in self.itempool:
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            soft_collect(item)
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        if keys:
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            for p in range(1, self.players + 1):
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                from Items import ItemFactory
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                for item in ItemFactory(
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                        ['Small Key (Hyrule Castle)', 'Big Key (Eastern Palace)', 'Big Key (Desert Palace)',
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                         'Small Key (Desert Palace)', 'Big Key (Tower of Hera)', 'Small Key (Tower of Hera)',
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                         'Small Key (Agahnims Tower)', 'Small Key (Agahnims Tower)',
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                         'Big Key (Palace of Darkness)'] + ['Small Key (Palace of Darkness)'] * 6 + [
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                            'Big Key (Thieves Town)', 'Small Key (Thieves Town)', 'Big Key (Skull Woods)'] + [
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                            'Small Key (Skull Woods)'] * 3 + ['Big Key (Swamp Palace)',
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                                                              'Small Key (Swamp Palace)', 'Big Key (Ice Palace)'] + [
 | 
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                            'Small Key (Ice Palace)'] * 2 + ['Big Key (Misery Mire)', 'Big Key (Turtle Rock)',
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                                                             'Big Key (Ganons Tower)'] + [
 | 
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                            'Small Key (Misery Mire)'] * 3 + ['Small Key (Turtle Rock)'] * 4 + [
 | 
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                            'Small Key (Ganons Tower)'] * 4,
 | 
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                        p):
 | 
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                    soft_collect(item)
 | 
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        ret.sweep_for_events()
 | 
						|
        return ret
 | 
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 | 
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    def get_items(self) -> list:
 | 
						|
        return [loc.item for loc in self.get_filled_locations()] + self.itempool
 | 
						|
 | 
						|
    def find_items(self, item, player: int) -> list:
 | 
						|
        return [location for location in self.get_locations() if
 | 
						|
                location.item is not None and location.item.name == item and location.item.player == player]
 | 
						|
 | 
						|
    def push_precollected(self, item: Item):
 | 
						|
        item.world = self
 | 
						|
        if (item.smallkey and self.keyshuffle[item.player]) or (item.bigkey and self.bigkeyshuffle[item.player]):
 | 
						|
            item.advancement = True
 | 
						|
        self.precollected_items.append(item)
 | 
						|
        self.state.collect(item, True)
 | 
						|
 | 
						|
    def push_item(self, location: Location, item: Item, collect: bool = True):
 | 
						|
        if not isinstance(location, Location):
 | 
						|
            raise RuntimeError('Cannot assign item %s to location %s (player %d).' % (item, location, item.player))
 | 
						|
 | 
						|
        if location.can_fill(self.state, item, False):
 | 
						|
            location.item = item
 | 
						|
            item.location = location
 | 
						|
            item.world = self
 | 
						|
            if collect:
 | 
						|
                self.state.collect(item, location.event, location)
 | 
						|
 | 
						|
            logging.getLogger('').debug('Placed %s at %s', item, location)
 | 
						|
        else:
 | 
						|
            raise RuntimeError('Cannot assign item %s to location %s.' % (item, location))
 | 
						|
 | 
						|
    def get_entrances(self) -> list:
 | 
						|
        if self._cached_entrances is None:
 | 
						|
            self._cached_entrances = []
 | 
						|
            for region in self.regions:
 | 
						|
                self._cached_entrances.extend(region.entrances)
 | 
						|
        return self._cached_entrances
 | 
						|
 | 
						|
    def clear_entrance_cache(self):
 | 
						|
        self._cached_entrances = None
 | 
						|
 | 
						|
    def get_locations(self) -> list:
 | 
						|
        if self._cached_locations is None:
 | 
						|
            self._cached_locations = []
 | 
						|
            for region in self.regions:
 | 
						|
                self._cached_locations.extend(region.locations)
 | 
						|
        return self._cached_locations
 | 
						|
 | 
						|
    def clear_location_cache(self):
 | 
						|
        self._cached_locations = None
 | 
						|
 | 
						|
    def get_unfilled_locations(self, player=None) -> list:
 | 
						|
        if player is not None:
 | 
						|
            return [location for location in self.get_locations() if
 | 
						|
                    location.player == player and not location.item]
 | 
						|
        return [location for location in self.get_locations() if not location.item]
 | 
						|
 | 
						|
    def get_filled_locations(self, player=None) -> list:
 | 
						|
        return [location for location in self.get_locations() if
 | 
						|
                (player is None or location.player == player) and location.item is not None]
 | 
						|
 | 
						|
    def get_reachable_locations(self, state=None, player=None) -> list:
 | 
						|
        if state is None:
 | 
						|
            state = self.state
 | 
						|
        return [location for location in self.get_locations() if
 | 
						|
                (player is None or location.player == player) and location.can_reach(state)]
 | 
						|
 | 
						|
    def get_placeable_locations(self, state=None, player=None) -> list:
 | 
						|
        if state is None:
 | 
						|
            state = self.state
 | 
						|
        return [location for location in self.get_locations() if
 | 
						|
                (player is None or location.player == player) and location.item is None and location.can_reach(state)]
 | 
						|
 | 
						|
    def unlocks_new_location(self, item) -> bool:
 | 
						|
        temp_state = self.state.copy()
 | 
						|
        temp_state.collect(item, True)
 | 
						|
 | 
						|
        for location in self.get_unfilled_locations():
 | 
						|
            if temp_state.can_reach(location) and not self.state.can_reach(location):
 | 
						|
                return True
 | 
						|
 | 
						|
        return False
 | 
						|
 | 
						|
    def has_beaten_game(self, state, player: Union[None, int] = None):
 | 
						|
        if player:
 | 
						|
            return state.has('Triforce', player)
 | 
						|
        else:
 | 
						|
            return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1)))
 | 
						|
 | 
						|
    def can_beat_game(self, starting_state=None):
 | 
						|
        if starting_state:
 | 
						|
            if self.has_beaten_game(starting_state):
 | 
						|
                return True
 | 
						|
            state = starting_state.copy()
 | 
						|
        else:
 | 
						|
            if self.has_beaten_game(self.state):
 | 
						|
                return True
 | 
						|
            state = CollectionState(self)
 | 
						|
        prog_locations = {location for location in self.get_locations() if location.item is not None and (
 | 
						|
                    location.item.advancement or location.event) and location not in state.locations_checked}
 | 
						|
 | 
						|
        while prog_locations:
 | 
						|
            sphere = []
 | 
						|
            # build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
 | 
						|
            for location in prog_locations:
 | 
						|
                if location.can_reach(state):
 | 
						|
                    sphere.append(location)
 | 
						|
 | 
						|
            if not sphere:
 | 
						|
                # ran out of places and did not finish yet, quit
 | 
						|
                return False
 | 
						|
 | 
						|
            for location in sphere:
 | 
						|
                prog_locations.remove(location)
 | 
						|
                state.collect(location.item, True, location)
 | 
						|
 | 
						|
            if self.has_beaten_game(state):
 | 
						|
                return True
 | 
						|
 | 
						|
        return False
 | 
						|
 | 
						|
class CollectionState(object):
 | 
						|
 | 
						|
    def __init__(self, parent: World):
 | 
						|
        self.prog_items = Counter()
 | 
						|
        self.world = parent
 | 
						|
        self.reachable_regions = {player: set() for player in range(1, parent.players + 1)}
 | 
						|
        self.blocked_connections = {player: set() for player in range(1, parent.players + 1)}
 | 
						|
        self.events = []
 | 
						|
        self.path = {}
 | 
						|
        self.locations_checked = set()
 | 
						|
        self.stale = {player: True for player in range(1, parent.players + 1)}
 | 
						|
        for item in parent.precollected_items:
 | 
						|
            self.collect(item, True)
 | 
						|
 | 
						|
    def update_reachable_regions(self, player: int):
 | 
						|
        self.stale[player] = False
 | 
						|
        rrp = self.reachable_regions[player]
 | 
						|
        bc = self.blocked_connections[player]
 | 
						|
        queue = deque(self.blocked_connections[player])
 | 
						|
        start = self.world.get_region('Menu', player)
 | 
						|
 | 
						|
        # init on first call - this can't be done on construction since the regions don't exist yet
 | 
						|
        if not start in rrp:
 | 
						|
            rrp.add(start)
 | 
						|
            bc.update(start.exits)
 | 
						|
            queue.extend(start.exits)
 | 
						|
 | 
						|
        # run BFS on all connections, and keep track of those blocked by missing items
 | 
						|
        while True:
 | 
						|
            try:
 | 
						|
                connection = queue.popleft()
 | 
						|
                new_region = connection.connected_region
 | 
						|
                if new_region in rrp:
 | 
						|
                    bc.remove(connection)
 | 
						|
                elif connection.can_reach(self):
 | 
						|
                    rrp.add(new_region)
 | 
						|
                    bc.remove(connection)
 | 
						|
                    bc.update(new_region.exits)
 | 
						|
                    queue.extend(new_region.exits)
 | 
						|
                    self.path[new_region] = (new_region.name, self.path.get(connection, None))
 | 
						|
 | 
						|
                    # Retry connections if the new region can unblock them
 | 
						|
                    if new_region.name in indirect_connections:
 | 
						|
                        new_entrance = self.world.get_entrance(indirect_connections[new_region.name], player)
 | 
						|
                        if new_entrance in bc and new_entrance not in queue:
 | 
						|
                            queue.append(new_entrance)
 | 
						|
            except IndexError:
 | 
						|
                break
 | 
						|
 | 
						|
    def copy(self) -> CollectionState:
 | 
						|
        ret = CollectionState(self.world)
 | 
						|
        ret.prog_items = self.prog_items.copy()
 | 
						|
        ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in
 | 
						|
                                 range(1, self.world.players + 1)}
 | 
						|
        ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in range(1, self.world.players + 1)}
 | 
						|
        ret.events = copy.copy(self.events)
 | 
						|
        ret.path = copy.copy(self.path)
 | 
						|
        ret.locations_checked = copy.copy(self.locations_checked)
 | 
						|
        return ret
 | 
						|
 | 
						|
    def can_reach(self, spot, resolution_hint=None, player=None):
 | 
						|
        if not hasattr(spot, "spot_type"):
 | 
						|
            # try to resolve a name
 | 
						|
            if resolution_hint == 'Location':
 | 
						|
                spot = self.world.get_location(spot, player)
 | 
						|
            elif resolution_hint == 'Entrance':
 | 
						|
                spot = self.world.get_entrance(spot, player)
 | 
						|
            else:
 | 
						|
                # default to Region
 | 
						|
                spot = self.world.get_region(spot, player)
 | 
						|
        return spot.can_reach(self)
 | 
						|
 | 
						|
    def sweep_for_events(self, key_only=False, locations=None):
 | 
						|
        # this may need improvement
 | 
						|
        if locations is None:
 | 
						|
            locations = self.world.get_filled_locations()
 | 
						|
        new_locations = True
 | 
						|
        checked_locations = 0
 | 
						|
        while new_locations:
 | 
						|
            reachable_events = [location for location in locations if location.event and
 | 
						|
                                (not key_only or (not self.world.keyshuffle[location.item.player] and location.item.smallkey) or (not self.world.bigkeyshuffle[location.item.player] and location.item.bigkey))
 | 
						|
                                and location.can_reach(self)]
 | 
						|
            for event in reachable_events:
 | 
						|
                if (event.name, event.player) not in self.events:
 | 
						|
                    self.events.append((event.name, event.player))
 | 
						|
                    self.collect(event.item, True, event)
 | 
						|
            new_locations = len(reachable_events) > checked_locations
 | 
						|
            checked_locations = len(reachable_events)
 | 
						|
 | 
						|
    def has(self, item, player, count=1):
 | 
						|
        if count == 1:
 | 
						|
            return (item, player) in self.prog_items
 | 
						|
        return self.prog_items[item, player] >= count
 | 
						|
 | 
						|
    def has_key(self, item, player, count=1):
 | 
						|
        if self.world.retro[player]:
 | 
						|
            return self.can_buy_unlimited('Small Key (Universal)', player)
 | 
						|
        if count == 1:
 | 
						|
            return (item, player) in self.prog_items
 | 
						|
        return self.prog_items[item, player] >= count
 | 
						|
 | 
						|
    def can_buy_unlimited(self, item: str, player: int) -> bool:
 | 
						|
        for shop in self.world.shops:
 | 
						|
            if shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(self):
 | 
						|
                return True
 | 
						|
        return False
 | 
						|
 | 
						|
    def item_count(self, item, player: int) -> int:
 | 
						|
        return self.prog_items[item, player]
 | 
						|
 | 
						|
    def has_crystals(self, count: int, player: int) -> bool:
 | 
						|
        crystals = ['Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7']
 | 
						|
        return len([crystal for crystal in crystals if self.has(crystal, player)]) >= count
 | 
						|
 | 
						|
    def can_lift_rocks(self, player):
 | 
						|
        return self.has('Power Glove', player) or self.has('Titans Mitts', player)
 | 
						|
 | 
						|
    def has_bottle(self, player: int) -> bool:
 | 
						|
        return self.bottle_count(player) > 0
 | 
						|
 | 
						|
    def bottle_count(self, player: int) -> int:
 | 
						|
        return len(
 | 
						|
            [item for (item, itemplayer) in self.prog_items if item.startswith('Bottle') and itemplayer == player])
 | 
						|
 | 
						|
    def has_hearts(self, player: int, count: int) -> int:
 | 
						|
        # Warning: This only considers items that are marked as advancement items
 | 
						|
        return self.heart_count(player) >= count
 | 
						|
 | 
						|
    def heart_count(self, player: int) -> int:
 | 
						|
        # Warning: This only considers items that are marked as advancement items
 | 
						|
        diff = self.world.difficulty_requirements[player]
 | 
						|
        return min(self.item_count('Boss Heart Container', player), diff.boss_heart_container_limit) \
 | 
						|
               + self.item_count('Sanctuary Heart Container', player) \
 | 
						|
               + min(self.item_count('Piece of Heart', player), diff.heart_piece_limit) // 4 \
 | 
						|
               + 3  # starting hearts
 | 
						|
 | 
						|
    def can_lift_heavy_rocks(self, player: int) -> bool:
 | 
						|
        return self.has('Titans Mitts', player)
 | 
						|
 | 
						|
    def can_extend_magic(self, player: int, smallmagic: int = 16,
 | 
						|
                         fullrefill: bool = False):  # This reflects the total magic Link has, not the total extra he has.
 | 
						|
        basemagic = 8
 | 
						|
        if self.has('Magic Upgrade (1/4)', player):
 | 
						|
            basemagic = 32
 | 
						|
        elif self.has('Magic Upgrade (1/2)', player):
 | 
						|
            basemagic = 16
 | 
						|
        if self.can_buy_unlimited('Green Potion', player) or self.can_buy_unlimited('Blue Potion', player):
 | 
						|
            if self.world.difficulty_adjustments[player] == 'hard' and not fullrefill:
 | 
						|
                basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count(player))
 | 
						|
            elif self.world.difficulty_adjustments[player] == 'expert' and not fullrefill:
 | 
						|
                basemagic = basemagic + int(basemagic * 0.25 * self.bottle_count(player))
 | 
						|
            else:
 | 
						|
                basemagic = basemagic + basemagic * self.bottle_count(player)
 | 
						|
        return basemagic >= smallmagic
 | 
						|
 | 
						|
    def can_kill_most_things(self, player: int, enemies=5) -> bool:
 | 
						|
        return (self.has_melee_weapon(player)
 | 
						|
                or self.has('Cane of Somaria', player)
 | 
						|
                or (self.has('Cane of Byrna', player) and (enemies < 6 or self.can_extend_magic(player)))
 | 
						|
                or self.can_shoot_arrows(player)
 | 
						|
                or self.has('Fire Rod', player)
 | 
						|
                or (self.has('Bombs (10)', player) and enemies < 6))
 | 
						|
 | 
						|
    def can_shoot_arrows(self, player: int) -> bool:
 | 
						|
        if self.world.retro[player]:
 | 
						|
            # TODO: Progressive and Non-Progressive silvers work differently (progressive is not usable until the shop arrow is bought)
 | 
						|
            return self.has('Bow', player) and self.can_buy_unlimited('Single Arrow', player)
 | 
						|
        return self.has('Bow', player)
 | 
						|
 | 
						|
    def can_get_good_bee(self, player: int) -> bool:
 | 
						|
        cave = self.world.get_region('Good Bee Cave', player)
 | 
						|
        return (
 | 
						|
                self.has_bottle(player) and
 | 
						|
                self.has('Bug Catching Net', player) and
 | 
						|
                (self.has_Boots(player) or (self.has_sword(player) and self.has('Quake', player))) and
 | 
						|
                cave.can_reach(self) and
 | 
						|
                self.is_not_bunny(cave, player)
 | 
						|
        )
 | 
						|
 | 
						|
    def has_sword(self, player: int) -> bool:
 | 
						|
        return self.has('Fighter Sword', player) or self.has('Master Sword', player) or self.has('Tempered Sword',
 | 
						|
                                                                                                 player) or self.has(
 | 
						|
            'Golden Sword', player)
 | 
						|
 | 
						|
    def has_beam_sword(self, player: int) -> bool:
 | 
						|
        return self.has('Master Sword', player) or self.has('Tempered Sword', player) or self.has('Golden Sword', player)
 | 
						|
 | 
						|
    def has_melee_weapon(self, player: int) -> bool:
 | 
						|
        return self.has_sword(player) or self.has('Hammer', player)
 | 
						|
 | 
						|
    def has_Mirror(self, player: int) -> bool:
 | 
						|
        return self.has('Magic Mirror', player)
 | 
						|
 | 
						|
    def has_Boots(self, player: int) -> bool:
 | 
						|
        return self.has('Pegasus Boots', player)
 | 
						|
 | 
						|
    def has_Pearl(self, player: int) -> bool:
 | 
						|
        return self.has('Moon Pearl', player)
 | 
						|
 | 
						|
    def has_fire_source(self, player: int) -> bool:
 | 
						|
        return self.has('Fire Rod', player) or self.has('Lamp', player)
 | 
						|
 | 
						|
    def can_flute(self, player: int) -> bool:
 | 
						|
        lw = self.world.get_region('Light World', player)
 | 
						|
        return self.has('Flute', player) and lw.can_reach(self) and self.is_not_bunny(lw, player)
 | 
						|
 | 
						|
    def can_melt_things(self, player: int) -> bool:
 | 
						|
        return self.has('Fire Rod', player) or (self.has('Bombos', player) and self.has_sword(player))
 | 
						|
 | 
						|
    def can_avoid_lasers(self, player: int) -> bool:
 | 
						|
        return self.has('Mirror Shield', player) or self.has('Cane of Byrna', player) or self.has('Cape', player)
 | 
						|
 | 
						|
    def is_not_bunny(self, region: Region, player: int) -> bool:
 | 
						|
        if self.has_Pearl(player):
 | 
						|
            return True
 | 
						|
 | 
						|
        return region.is_light_world if self.world.mode[player] != 'inverted' else region.is_dark_world
 | 
						|
 | 
						|
    def can_reach_light_world(self, player: int) -> bool:
 | 
						|
        if True in [i.is_light_world for i in self.reachable_regions[player]]:
 | 
						|
            return True
 | 
						|
        return False
 | 
						|
 | 
						|
    def can_reach_dark_world(self, player: int) -> bool:
 | 
						|
        if True in [i.is_dark_world for i in self.reachable_regions[player]]:
 | 
						|
            return True
 | 
						|
        return False
 | 
						|
 | 
						|
    def has_misery_mire_medallion(self, player: int) -> bool:
 | 
						|
        return self.has(self.world.required_medallions[player][0], player)
 | 
						|
 | 
						|
    def has_turtle_rock_medallion(self, player: int) -> bool:
 | 
						|
        return self.has(self.world.required_medallions[player][1], player)
 | 
						|
 | 
						|
    def can_boots_clip_lw(self, player):
 | 
						|
        if self.world.mode[player] == 'inverted':
 | 
						|
            return self.has_Boots(player) and self.has_Pearl(player)
 | 
						|
        return self.has_Boots(player)
 | 
						|
 | 
						|
    def can_boots_clip_dw(self, player):
 | 
						|
        if self.world.mode[player] != 'inverted':
 | 
						|
            return self.has_Boots(player) and self.has_Pearl(player)
 | 
						|
        return self.has_Boots(player)
 | 
						|
 | 
						|
    def can_get_glitched_speed_lw(self, player):
 | 
						|
        rules = [self.has_Boots(player), any([self.has('Hookshot', player), self.has_sword(player)])]
 | 
						|
        if self.world.mode[player] == 'inverted':
 | 
						|
            rules.append(self.has_Pearl(player))
 | 
						|
        return all(rules)
 | 
						|
 | 
						|
    def can_superbunny_mirror_with_sword(self, player):
 | 
						|
        return self.has_Mirror(player) and self.has_sword(player)
 | 
						|
 | 
						|
    def can_get_glitched_speed_dw(self, player):
 | 
						|
        rules = [self.has_Boots(player), any([self.has('Hookshot', player), self.has_sword(player)])]
 | 
						|
        if self.world.mode[player] != 'inverted':
 | 
						|
            rules.append(self.has_Pearl(player))
 | 
						|
        return all(rules)
 | 
						|
 | 
						|
    def collect(self, item: Item, event=False, location=None):
 | 
						|
        if location:
 | 
						|
            self.locations_checked.add(location)
 | 
						|
        changed = False
 | 
						|
        if item.name.startswith('Progressive '):
 | 
						|
            if 'Sword' in item.name:
 | 
						|
                if self.has('Golden Sword', item.player):
 | 
						|
                    pass
 | 
						|
                elif self.has('Tempered Sword', item.player) and self.world.difficulty_requirements[
 | 
						|
                    item.player].progressive_sword_limit >= 4:
 | 
						|
                    self.prog_items['Golden Sword', item.player] += 1
 | 
						|
                    changed = True
 | 
						|
                elif self.has('Master Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 3:
 | 
						|
                    self.prog_items['Tempered Sword', item.player] += 1
 | 
						|
                    changed = True
 | 
						|
                elif self.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2:
 | 
						|
                    self.prog_items['Master Sword', item.player] += 1
 | 
						|
                    changed = True
 | 
						|
                elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1:
 | 
						|
                    self.prog_items['Fighter Sword', item.player] += 1
 | 
						|
                    changed = True
 | 
						|
            elif 'Glove' in item.name:
 | 
						|
                if self.has('Titans Mitts', item.player):
 | 
						|
                    pass
 | 
						|
                elif self.has('Power Glove', item.player):
 | 
						|
                    self.prog_items['Titans Mitts', item.player] += 1
 | 
						|
                    changed = True
 | 
						|
                else:
 | 
						|
                    self.prog_items['Power Glove', item.player] += 1
 | 
						|
                    changed = True
 | 
						|
            elif 'Shield' in item.name:
 | 
						|
                if self.has('Mirror Shield', item.player):
 | 
						|
                    pass
 | 
						|
                elif self.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3:
 | 
						|
                    self.prog_items['Mirror Shield', item.player] += 1
 | 
						|
                    changed = True
 | 
						|
                elif self.has('Blue Shield', item.player)  and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2:
 | 
						|
                    self.prog_items['Red Shield', item.player] += 1
 | 
						|
                    changed = True
 | 
						|
                elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1:
 | 
						|
                    self.prog_items['Blue Shield', item.player] += 1
 | 
						|
                    changed = True
 | 
						|
            elif 'Bow' in item.name:
 | 
						|
                if self.has('Silver Arrows', item.player):
 | 
						|
                    pass
 | 
						|
                elif self.has('Bow', item.player):
 | 
						|
                    self.prog_items['Silver Arrows', item.player] += 1
 | 
						|
                    changed = True
 | 
						|
                else:
 | 
						|
                    self.prog_items['Bow', item.player] += 1
 | 
						|
                    changed = True
 | 
						|
        elif item.name.startswith('Bottle'):
 | 
						|
            if self.bottle_count(item.player) < self.world.difficulty_requirements[item.player].progressive_bottle_limit:
 | 
						|
                self.prog_items[item.name, item.player] += 1
 | 
						|
                changed = True
 | 
						|
        elif event or item.advancement:
 | 
						|
            self.prog_items[item.name, item.player] += 1
 | 
						|
            changed = True
 | 
						|
 | 
						|
        self.stale[item.player] = True
 | 
						|
 | 
						|
        if changed:
 | 
						|
            if not event:
 | 
						|
                self.sweep_for_events()
 | 
						|
 | 
						|
    def remove(self, item):
 | 
						|
        if item.advancement:
 | 
						|
            to_remove = item.name
 | 
						|
            if to_remove.startswith('Progressive '):
 | 
						|
                if 'Sword' in to_remove:
 | 
						|
                    if self.has('Golden Sword', item.player):
 | 
						|
                        to_remove = 'Golden Sword'
 | 
						|
                    elif self.has('Tempered Sword', item.player):
 | 
						|
                        to_remove = 'Tempered Sword'
 | 
						|
                    elif self.has('Master Sword', item.player):
 | 
						|
                        to_remove = 'Master Sword'
 | 
						|
                    elif self.has('Fighter Sword', item.player):
 | 
						|
                        to_remove = 'Fighter Sword'
 | 
						|
                    else:
 | 
						|
                        to_remove = None
 | 
						|
                elif 'Glove' in item.name:
 | 
						|
                    if self.has('Titans Mitts', item.player):
 | 
						|
                        to_remove = 'Titans Mitts'
 | 
						|
                    elif self.has('Power Glove', item.player):
 | 
						|
                        to_remove = 'Power Glove'
 | 
						|
                    else:
 | 
						|
                        to_remove = None
 | 
						|
                elif 'Shield' in item.name:
 | 
						|
                    if self.has('Mirror Shield', item.player):
 | 
						|
                        to_remove = 'Mirror Shield'
 | 
						|
                    elif self.has('Red Shield', item.player):
 | 
						|
                        to_remove = 'Red Shield'
 | 
						|
                    elif self.has('Blue Shield', item.player):
 | 
						|
                        to_remove = 'Blue Shield'
 | 
						|
                    else:
 | 
						|
                        to_remove = 'None'
 | 
						|
                elif 'Bow' in item.name:
 | 
						|
                    if self.has('Silver Arrows', item.player):
 | 
						|
                        to_remove = 'Silver Arrows'
 | 
						|
                    elif self.has('Bow', item.player):
 | 
						|
                        to_remove = 'Bow'
 | 
						|
                    else:
 | 
						|
                        to_remove = None
 | 
						|
 | 
						|
            if to_remove is not None:
 | 
						|
 | 
						|
                self.prog_items[to_remove, item.player] -= 1
 | 
						|
                if self.prog_items[to_remove, item.player] < 1:
 | 
						|
                    del (self.prog_items[to_remove, item.player])
 | 
						|
                # invalidate caches, nothing can be trusted anymore now
 | 
						|
                self.reachable_regions[item.player] = set()
 | 
						|
                self.blocked_connections[item.player] = set()
 | 
						|
                self.stale[item.player] = True
 | 
						|
 | 
						|
@unique
 | 
						|
class RegionType(Enum):
 | 
						|
    LightWorld = 1
 | 
						|
    DarkWorld = 2
 | 
						|
    Cave = 3 # Also includes Houses
 | 
						|
    Dungeon = 4
 | 
						|
 | 
						|
    @property
 | 
						|
    def is_indoors(self):
 | 
						|
        """Shorthand for checking if Cave or Dungeon"""
 | 
						|
        return self in (RegionType.Cave, RegionType.Dungeon)
 | 
						|
 | 
						|
 | 
						|
class Region(object):
 | 
						|
 | 
						|
    def __init__(self, name: str, type, hint, player: int):
 | 
						|
        self.name = name
 | 
						|
        self.type = type
 | 
						|
        self.entrances = []
 | 
						|
        self.exits = []
 | 
						|
        self.locations = []
 | 
						|
        self.dungeon = None
 | 
						|
        self.shop = None
 | 
						|
        self.world = None
 | 
						|
        self.is_light_world = False  # will be set after making connections.
 | 
						|
        self.is_dark_world = False
 | 
						|
        self.spot_type = 'Region'
 | 
						|
        self.hint_text = hint
 | 
						|
        self.recursion_count = 0
 | 
						|
        self.player = player
 | 
						|
 | 
						|
    def can_reach(self, state):
 | 
						|
        if state.stale[self.player]:
 | 
						|
            state.update_reachable_regions(self.player)
 | 
						|
        return self in state.reachable_regions[self.player]
 | 
						|
 | 
						|
    def can_reach_private(self, state: CollectionState):
 | 
						|
        for entrance in self.entrances:
 | 
						|
            if entrance.can_reach(state):
 | 
						|
                if not self in state.path:
 | 
						|
                    state.path[self] = (self.name, state.path.get(entrance, None))
 | 
						|
                return True
 | 
						|
        return False
 | 
						|
 | 
						|
    def can_fill(self, item: Item):
 | 
						|
        inside_dungeon_item = ((item.smallkey and not self.world.keyshuffle[item.player])
 | 
						|
                               or (item.bigkey and not self.world.bigkeyshuffle[item.player])
 | 
						|
                               or (item.map and not self.world.mapshuffle[item.player])
 | 
						|
                               or (item.compass and not self.world.compassshuffle[item.player]))
 | 
						|
        sewer_hack = self.world.mode[item.player] == 'standard' and item.name == 'Small Key (Hyrule Castle)'
 | 
						|
        if sewer_hack or inside_dungeon_item:
 | 
						|
            return self.dungeon and self.dungeon.is_dungeon_item(item) and item.player == self.player
 | 
						|
 | 
						|
        return True
 | 
						|
 | 
						|
    def __repr__(self):
 | 
						|
        return self.__str__()
 | 
						|
 | 
						|
    def __str__(self):
 | 
						|
        return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
 | 
						|
 | 
						|
 | 
						|
class Entrance(object):
 | 
						|
 | 
						|
    def __init__(self, player: int, name: str = '', parent=None):
 | 
						|
        self.name = name
 | 
						|
        self.parent_region = parent
 | 
						|
        self.connected_region = None
 | 
						|
        self.target = None
 | 
						|
        self.addresses = None
 | 
						|
        self.spot_type = 'Entrance'
 | 
						|
        self.recursion_count = 0
 | 
						|
        self.vanilla = None
 | 
						|
        self.access_rule = lambda state: True
 | 
						|
        self.player = player
 | 
						|
        self.hide_path = False
 | 
						|
 | 
						|
    def can_reach(self, state):
 | 
						|
        if self.parent_region.can_reach(state) and self.access_rule(state):
 | 
						|
            if not self.hide_path and not self in state.path:
 | 
						|
                state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
 | 
						|
            return True
 | 
						|
 | 
						|
        return False
 | 
						|
 | 
						|
    def connect(self, region, addresses=None, target=None, vanilla=None):
 | 
						|
        self.connected_region = region
 | 
						|
        self.target = target
 | 
						|
        self.addresses = addresses
 | 
						|
        self.vanilla = vanilla
 | 
						|
        region.entrances.append(self)
 | 
						|
 | 
						|
    def __repr__(self):
 | 
						|
        return self.__str__()
 | 
						|
 | 
						|
    def __str__(self):
 | 
						|
        world = self.parent_region.world if self.parent_region else None
 | 
						|
        return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
 | 
						|
 | 
						|
class Dungeon(object):
 | 
						|
 | 
						|
    def __init__(self, name: str, regions, big_key, small_keys, dungeon_items, player: int):
 | 
						|
        self.name = name
 | 
						|
        self.regions = regions
 | 
						|
        self.big_key = big_key
 | 
						|
        self.small_keys = small_keys
 | 
						|
        self.dungeon_items = dungeon_items
 | 
						|
        self.bosses = dict()
 | 
						|
        self.player = player
 | 
						|
        self.world = None
 | 
						|
 | 
						|
    @property
 | 
						|
    def boss(self):
 | 
						|
        return self.bosses.get(None, None)
 | 
						|
 | 
						|
    @boss.setter
 | 
						|
    def boss(self, value):
 | 
						|
        self.bosses[None] = value
 | 
						|
 | 
						|
    @property
 | 
						|
    def keys(self):
 | 
						|
        return self.small_keys + ([self.big_key] if self.big_key else [])
 | 
						|
 | 
						|
    @property
 | 
						|
    def all_items(self):
 | 
						|
        return self.dungeon_items + self.keys
 | 
						|
 | 
						|
    def is_dungeon_item(self, item: Item) -> bool:
 | 
						|
        return item.player == self.player and item.name in [dungeon_item.name for dungeon_item in self.all_items]
 | 
						|
 | 
						|
    def __eq__(self, other: Item) -> bool:
 | 
						|
        return self.name == other.name and self.player == other.player
 | 
						|
 | 
						|
    def __repr__(self):
 | 
						|
        return self.__str__()
 | 
						|
 | 
						|
    def __str__(self):
 | 
						|
        return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
 | 
						|
 | 
						|
class Boss(object):
 | 
						|
    def __init__(self, name, enemizer_name, defeat_rule, player: int):
 | 
						|
        self.name = name
 | 
						|
        self.enemizer_name = enemizer_name
 | 
						|
        self.defeat_rule = defeat_rule
 | 
						|
        self.player = player
 | 
						|
 | 
						|
    def can_defeat(self, state) -> bool:
 | 
						|
        return self.defeat_rule(state, self.player)
 | 
						|
 | 
						|
class Location(object):
 | 
						|
    def __init__(self, player: int, name: str = '', address=None, crystal=False, hint_text=None, parent=None,
 | 
						|
                 player_address=None):
 | 
						|
        self.name = name
 | 
						|
        self.parent_region = parent
 | 
						|
        self.item = None
 | 
						|
        self.crystal = crystal
 | 
						|
        self.address = address
 | 
						|
        self.player_address = player_address
 | 
						|
        self.spot_type = 'Location'
 | 
						|
        self.hint_text: str = hint_text if hint_text else name
 | 
						|
        self.recursion_count = 0
 | 
						|
        self.staleness_count = 0
 | 
						|
        self.event = False
 | 
						|
        self.locked = False
 | 
						|
        self.always_allow = lambda item, state: False
 | 
						|
        self.access_rule = lambda state: True
 | 
						|
        self.item_rule = lambda item: True
 | 
						|
        self.player = player
 | 
						|
 | 
						|
    def can_fill(self, state, item, check_access=True) -> bool:
 | 
						|
        return self.always_allow(state, item) or (self.parent_region.can_fill(item) and self.item_rule(item) and (
 | 
						|
                not check_access or self.can_reach(state)))
 | 
						|
 | 
						|
    def can_reach(self, state) -> bool:
 | 
						|
        if self.parent_region.can_reach(state) and self.access_rule(state):
 | 
						|
            return True
 | 
						|
        return False
 | 
						|
 | 
						|
    def __repr__(self):
 | 
						|
        return self.__str__()
 | 
						|
 | 
						|
    def __str__(self):
 | 
						|
        world = self.parent_region.world if self.parent_region and self.parent_region.world else None
 | 
						|
        return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
 | 
						|
 | 
						|
 | 
						|
class Item(object):
 | 
						|
 | 
						|
    def __init__(self, name='', advancement=False, priority=False, type=None, code=None, pedestal_hint=None, pedestal_credit=None, sickkid_credit=None, zora_credit=None, witch_credit=None, fluteboy_credit=None, hint_text=None, player=None):
 | 
						|
        self.name = name
 | 
						|
        self.advancement = advancement
 | 
						|
        self.priority = priority
 | 
						|
        self.type = type
 | 
						|
        self.pedestal_hint_text = pedestal_hint
 | 
						|
        self.pedestal_credit_text = pedestal_credit
 | 
						|
        self.sickkid_credit_text = sickkid_credit
 | 
						|
        self.zora_credit_text = zora_credit
 | 
						|
        self.magicshop_credit_text = witch_credit
 | 
						|
        self.fluteboy_credit_text = fluteboy_credit
 | 
						|
        self.hint_text = hint_text
 | 
						|
        self.code = code
 | 
						|
        self.location = None
 | 
						|
        self.world = None
 | 
						|
        self.player = player
 | 
						|
 | 
						|
    @property
 | 
						|
    def crystal(self) -> bool:
 | 
						|
        return self.type == 'Crystal'
 | 
						|
 | 
						|
    @property
 | 
						|
    def smallkey(self) -> bool:
 | 
						|
        return self.type == 'SmallKey'
 | 
						|
 | 
						|
    @property
 | 
						|
    def bigkey(self) -> bool:
 | 
						|
        return self.type == 'BigKey'
 | 
						|
 | 
						|
    @property
 | 
						|
    def map(self) -> bool:
 | 
						|
        return self.type == 'Map'
 | 
						|
 | 
						|
    @property
 | 
						|
    def compass(self) -> bool:
 | 
						|
        return self.type == 'Compass'
 | 
						|
 | 
						|
    def __repr__(self):
 | 
						|
        return self.__str__()
 | 
						|
 | 
						|
    def __str__(self):
 | 
						|
        return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
 | 
						|
 | 
						|
 | 
						|
# have 6 address that need to be filled
 | 
						|
class Crystal(Item):
 | 
						|
    pass
 | 
						|
 | 
						|
@unique
 | 
						|
class ShopType(Enum):
 | 
						|
    Shop = 0
 | 
						|
    TakeAny = 1
 | 
						|
    UpgradeShop = 2
 | 
						|
 | 
						|
class Shop(object):
 | 
						|
    def __init__(self, region, room_id, type, shopkeeper_config, custom, locked):
 | 
						|
        self.region = region
 | 
						|
        self.room_id = room_id
 | 
						|
        self.type = type
 | 
						|
        self.inventory = [None, None, None]
 | 
						|
        self.shopkeeper_config = shopkeeper_config
 | 
						|
        self.custom = custom
 | 
						|
        self.locked = locked
 | 
						|
 | 
						|
    @property
 | 
						|
    def item_count(self):
 | 
						|
        return (3 if self.inventory[2] else
 | 
						|
                2 if self.inventory[1] else
 | 
						|
                1 if self.inventory[0] else
 | 
						|
                0)
 | 
						|
 | 
						|
    def get_bytes(self):
 | 
						|
        # [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index]
 | 
						|
        entrances = self.region.entrances
 | 
						|
        config = self.item_count
 | 
						|
        if len(entrances) == 1 and entrances[0].name in door_addresses:
 | 
						|
            door_id = door_addresses[entrances[0].name][0]+1
 | 
						|
        else:
 | 
						|
            door_id = 0
 | 
						|
            config |= 0x40 # ignore door id
 | 
						|
        if self.type == ShopType.TakeAny:
 | 
						|
            config |= 0x80
 | 
						|
        if self.type == ShopType.UpgradeShop:
 | 
						|
            config |= 0x10 # Alt. VRAM
 | 
						|
        return [0x00]+int16_as_bytes(self.room_id)+[door_id, 0x00, config, self.shopkeeper_config, 0x00]
 | 
						|
 | 
						|
    def has_unlimited(self, item):
 | 
						|
        for inv in self.inventory:
 | 
						|
            if inv is None:
 | 
						|
                continue
 | 
						|
            if inv['max'] != 0 and inv['replacement'] is not None and inv['replacement'] == item:
 | 
						|
                return True
 | 
						|
            elif inv['item'] is not None and inv['item'] == item:
 | 
						|
                return True
 | 
						|
        return False
 | 
						|
 | 
						|
    def clear_inventory(self):
 | 
						|
        self.inventory = [None, None, None]
 | 
						|
 | 
						|
    def add_inventory(self, slot, item, price, max=0, replacement=None, replacement_price=0, create_location=False):
 | 
						|
        self.inventory[slot] = {
 | 
						|
            'item': item,
 | 
						|
            'price': price,
 | 
						|
            'max': max,
 | 
						|
            'replacement': replacement,
 | 
						|
            'replacement_price': replacement_price,
 | 
						|
            'create_location': create_location
 | 
						|
        }
 | 
						|
 | 
						|
 | 
						|
class Spoiler(object):
 | 
						|
    world: World
 | 
						|
    def __init__(self, world):
 | 
						|
        self.world = world
 | 
						|
        self.hashes = {}
 | 
						|
        self.entrances = OrderedDict()
 | 
						|
        self.medallions = {}
 | 
						|
        self.playthrough = {}
 | 
						|
        self.unreachables = []
 | 
						|
        self.startinventory = []
 | 
						|
        self.locations = {}
 | 
						|
        self.paths = {}
 | 
						|
        self.metadata = {}
 | 
						|
        self.shops = []
 | 
						|
        self.bosses = OrderedDict()
 | 
						|
 | 
						|
    def set_entrance(self, entrance, exit, direction, player):
 | 
						|
        if self.world.players == 1:
 | 
						|
            self.entrances[(entrance, direction, player)] = OrderedDict([('entrance', entrance), ('exit', exit), ('direction', direction)])
 | 
						|
        else:
 | 
						|
            self.entrances[(entrance, direction, player)] = OrderedDict([('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)])
 | 
						|
 | 
						|
    def parse_data(self):
 | 
						|
        self.medallions = OrderedDict()
 | 
						|
        if self.world.players == 1:
 | 
						|
            self.medallions['Misery Mire'] = self.world.required_medallions[1][0]
 | 
						|
            self.medallions['Turtle Rock'] = self.world.required_medallions[1][1]
 | 
						|
        else:
 | 
						|
            for player in range(1, self.world.players + 1):
 | 
						|
                self.medallions[f'Misery Mire ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][0]
 | 
						|
                self.medallions[f'Turtle Rock ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][1]
 | 
						|
 | 
						|
        self.startinventory = list(map(str, self.world.precollected_items))
 | 
						|
 | 
						|
        self.locations = OrderedDict()
 | 
						|
        listed_locations = set()
 | 
						|
 | 
						|
        lw_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.LightWorld]
 | 
						|
        self.locations['Light World'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in lw_locations])
 | 
						|
        listed_locations.update(lw_locations)
 | 
						|
 | 
						|
        dw_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.DarkWorld]
 | 
						|
        self.locations['Dark World'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dw_locations])
 | 
						|
        listed_locations.update(dw_locations)
 | 
						|
 | 
						|
        cave_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.Cave]
 | 
						|
        self.locations['Caves'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in cave_locations])
 | 
						|
        listed_locations.update(cave_locations)
 | 
						|
 | 
						|
        for dungeon in self.world.dungeons:
 | 
						|
            dungeon_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.dungeon == dungeon]
 | 
						|
            self.locations[str(dungeon)] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dungeon_locations])
 | 
						|
            listed_locations.update(dungeon_locations)
 | 
						|
 | 
						|
        other_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations]
 | 
						|
        if other_locations:
 | 
						|
            self.locations['Other Locations'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in other_locations])
 | 
						|
            listed_locations.update(other_locations)
 | 
						|
 | 
						|
        self.shops = []
 | 
						|
        for shop in self.world.shops:
 | 
						|
            if not shop.custom:
 | 
						|
                continue
 | 
						|
            shopdata = {'location': str(shop.region),
 | 
						|
                        'type': 'Take Any' if shop.type == ShopType.TakeAny else 'Shop'
 | 
						|
                       }
 | 
						|
            for index, item in enumerate(shop.inventory):
 | 
						|
                if item is None:
 | 
						|
                    continue
 | 
						|
                shopdata['item_{}'.format(index)] = "{} — {}".format(item['item'], item['price']) if item['price'] else item['item']
 | 
						|
            self.shops.append(shopdata)
 | 
						|
 | 
						|
        for player in range(1, self.world.players + 1):
 | 
						|
            self.bosses[str(player)] = OrderedDict()
 | 
						|
            self.bosses[str(player)]["Eastern Palace"] = self.world.get_dungeon("Eastern Palace", player).boss.name
 | 
						|
            self.bosses[str(player)]["Desert Palace"] = self.world.get_dungeon("Desert Palace", player).boss.name
 | 
						|
            self.bosses[str(player)]["Tower Of Hera"] = self.world.get_dungeon("Tower of Hera", player).boss.name
 | 
						|
            self.bosses[str(player)]["Hyrule Castle"] = "Agahnim"
 | 
						|
            self.bosses[str(player)]["Palace Of Darkness"] = self.world.get_dungeon("Palace of Darkness", player).boss.name
 | 
						|
            self.bosses[str(player)]["Swamp Palace"] = self.world.get_dungeon("Swamp Palace", player).boss.name
 | 
						|
            self.bosses[str(player)]["Skull Woods"] = self.world.get_dungeon("Skull Woods", player).boss.name
 | 
						|
            self.bosses[str(player)]["Thieves Town"] = self.world.get_dungeon("Thieves Town", player).boss.name
 | 
						|
            self.bosses[str(player)]["Ice Palace"] = self.world.get_dungeon("Ice Palace", player).boss.name
 | 
						|
            self.bosses[str(player)]["Misery Mire"] = self.world.get_dungeon("Misery Mire", player).boss.name
 | 
						|
            self.bosses[str(player)]["Turtle Rock"] = self.world.get_dungeon("Turtle Rock", player).boss.name
 | 
						|
            if self.world.mode[player] != 'inverted':
 | 
						|
                self.bosses[str(player)]["Ganons Tower Basement"] = self.world.get_dungeon('Ganons Tower', player).bosses['bottom'].name
 | 
						|
                self.bosses[str(player)]["Ganons Tower Middle"] = self.world.get_dungeon('Ganons Tower', player).bosses['middle'].name
 | 
						|
                self.bosses[str(player)]["Ganons Tower Top"] = self.world.get_dungeon('Ganons Tower', player).bosses['top'].name
 | 
						|
            else:
 | 
						|
                self.bosses[str(player)]["Ganons Tower Basement"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['bottom'].name
 | 
						|
                self.bosses[str(player)]["Ganons Tower Middle"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['middle'].name
 | 
						|
                self.bosses[str(player)]["Ganons Tower Top"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['top'].name
 | 
						|
 | 
						|
            self.bosses[str(player)]["Ganons Tower"] = "Agahnim 2"
 | 
						|
            self.bosses[str(player)]["Ganon"] = "Ganon"
 | 
						|
 | 
						|
        if self.world.players == 1:
 | 
						|
            self.bosses = self.bosses["1"]
 | 
						|
 | 
						|
        from Utils import __version__ as ERVersion
 | 
						|
        self.metadata = {'version': ERVersion,
 | 
						|
                         'logic': self.world.logic,
 | 
						|
                         'mode': self.world.mode,
 | 
						|
                         'retro': self.world.retro,
 | 
						|
                         'weapons': self.world.swords,
 | 
						|
                         'goal': self.world.goal,
 | 
						|
                         'shuffle': self.world.shuffle,
 | 
						|
                         'item_pool': self.world.difficulty,
 | 
						|
                         'item_functionality': self.world.difficulty_adjustments,
 | 
						|
                         'gt_crystals': self.world.crystals_needed_for_gt,
 | 
						|
                         'ganon_crystals': self.world.crystals_needed_for_ganon,
 | 
						|
                         'open_pyramid': self.world.open_pyramid,
 | 
						|
                         'accessibility': self.world.accessibility,
 | 
						|
                         'hints': self.world.hints,
 | 
						|
                         'mapshuffle': self.world.mapshuffle,
 | 
						|
                         'compassshuffle': self.world.compassshuffle,
 | 
						|
                         'keyshuffle': self.world.keyshuffle,
 | 
						|
                         'bigkeyshuffle': self.world.bigkeyshuffle,
 | 
						|
                         'boss_shuffle': self.world.boss_shuffle,
 | 
						|
                         'enemy_shuffle': self.world.enemy_shuffle,
 | 
						|
                         'enemy_health': self.world.enemy_health,
 | 
						|
                         'enemy_damage': self.world.enemy_damage,
 | 
						|
                         'beemizer': self.world.beemizer,
 | 
						|
                         'progressive': self.world.progressive,
 | 
						|
                         'shufflepots': self.world.shufflepots,
 | 
						|
                         'players': self.world.players,
 | 
						|
                         'teams': self.world.teams,
 | 
						|
                         'progression_balancing': self.world.progression_balancing,
 | 
						|
                         'triforce_pieces_available': self.world.triforce_pieces_available,
 | 
						|
                         'triforce_pieces_required': self.world.triforce_pieces_required,
 | 
						|
                         }
 | 
						|
 | 
						|
    def to_json(self):
 | 
						|
        self.parse_data()
 | 
						|
        out = OrderedDict()
 | 
						|
        out['Entrances'] = list(self.entrances.values())
 | 
						|
        out.update(self.locations)
 | 
						|
        out['Starting Inventory'] = self.startinventory
 | 
						|
        out['Special'] = self.medallions
 | 
						|
        if self.hashes:
 | 
						|
            out['Hashes'] = {f"{self.world.player_names[player][team]} (Team {team+1})": hash for (player, team), hash in self.hashes.items()}
 | 
						|
        if self.shops:
 | 
						|
            out['Shops'] = self.shops
 | 
						|
        out['playthrough'] = self.playthrough
 | 
						|
        out['paths'] = self.paths
 | 
						|
        out['Bosses'] = self.bosses
 | 
						|
        out['meta'] = self.metadata
 | 
						|
 | 
						|
        return json.dumps(out)
 | 
						|
 | 
						|
    def to_file(self, filename):
 | 
						|
        self.parse_data()
 | 
						|
        with open(filename, 'w', encoding="utf-8-sig") as outfile:
 | 
						|
            outfile.write(
 | 
						|
                'ALttP Berserker\'s Multiworld Version %s  -  Seed: %s\n\n' % (self.metadata['version'], self.world.seed))
 | 
						|
            outfile.write('Filling Algorithm:               %s\n' % self.world.algorithm)
 | 
						|
            outfile.write('Players:                         %d\n' % self.world.players)
 | 
						|
            outfile.write('Teams:                           %d\n' % self.world.teams)
 | 
						|
            for player in range(1, self.world.players + 1):
 | 
						|
                if self.world.players > 1:
 | 
						|
                    outfile.write('\nPlayer %d: %s\n' % (player, self.world.get_player_names(player)))
 | 
						|
                for team in range(self.world.teams):
 | 
						|
                    outfile.write('%s%s\n' % (
 | 
						|
                        f"Hash - {self.world.player_names[player][team]} (Team {team + 1}): " if self.world.teams > 1 else 'Hash: ',
 | 
						|
                        self.hashes[player, team]))
 | 
						|
                outfile.write('Logic:                           %s\n' % self.metadata['logic'][player])
 | 
						|
                if self.world.players > 1:
 | 
						|
                    outfile.write('Progression Balanced:            %s\n' % (
 | 
						|
                        'Yes' if self.metadata['progression_balancing'][player] else 'No'))
 | 
						|
                outfile.write('Mode:                            %s\n' % self.metadata['mode'][player])
 | 
						|
                outfile.write(
 | 
						|
                    'Retro:                           %s\n' % ('Yes' if self.metadata['retro'][player] else 'No'))
 | 
						|
                outfile.write('Swords:                          %s\n' % self.metadata['weapons'][player])
 | 
						|
                outfile.write('Goal:                            %s\n' % self.metadata['goal'][player])
 | 
						|
                if "triforce" in self.metadata["goal"][player]:  # triforce hunt
 | 
						|
                    outfile.write(
 | 
						|
                        "Pieces available for Triforce:   %s\n" % self.metadata['triforce_pieces_available'][player])
 | 
						|
                    outfile.write(
 | 
						|
                        "Pieces required for Triforce:    %s\n" % self.metadata["triforce_pieces_required"][player])
 | 
						|
                outfile.write('Difficulty:                      %s\n' % self.metadata['item_pool'][player])
 | 
						|
                outfile.write('Item Functionality:              %s\n' % self.metadata['item_functionality'][player])
 | 
						|
                outfile.write('Item Progression:                %s\n' % self.metadata['progressive'][player])
 | 
						|
                outfile.write('Entrance Shuffle:                %s\n' % self.metadata['shuffle'][player])
 | 
						|
                outfile.write('Crystals required for GT:        %s\n' % self.metadata['gt_crystals'][player])
 | 
						|
                outfile.write('Crystals required for Ganon:     %s\n' % self.metadata['ganon_crystals'][player])
 | 
						|
                outfile.write('Pyramid hole pre-opened:         %s\n' % (
 | 
						|
                    'Yes' if self.metadata['open_pyramid'][player] else 'No'))
 | 
						|
                outfile.write('Accessibility:                   %s\n' % self.metadata['accessibility'][player])
 | 
						|
                outfile.write(
 | 
						|
                    'Map shuffle:                     %s\n' % ('Yes' if self.metadata['mapshuffle'][player] else 'No'))
 | 
						|
                outfile.write('Compass shuffle:                 %s\n' % (
 | 
						|
                    'Yes' if self.metadata['compassshuffle'][player] else 'No'))
 | 
						|
                outfile.write('Small Key shuffle:               %s\n' % ('Yes' if self.metadata['keyshuffle'][player] else 'No'))
 | 
						|
                outfile.write('Big Key shuffle:                 %s\n' % ('Yes' if self.metadata['bigkeyshuffle'][player] else 'No'))
 | 
						|
                outfile.write('Boss shuffle:                    %s\n' % self.metadata['boss_shuffle'][player])
 | 
						|
                outfile.write('Enemy shuffle:                   %s\n' % self.metadata['enemy_shuffle'][player])
 | 
						|
                outfile.write('Enemy health:                    %s\n' % self.metadata['enemy_health'][player])
 | 
						|
                outfile.write('Enemy damage:                    %s\n' % self.metadata['enemy_damage'][player])
 | 
						|
                outfile.write('Hints:                           %s\n' % ('Yes' if self.metadata['hints'][player] else 'No'))
 | 
						|
                outfile.write('Beemizer:                        %s\n' % self.metadata['beemizer'][player])
 | 
						|
                outfile.write('Pot shuffle                      %s\n' % ('Yes' if self.metadata['shufflepots'][player] else 'No'))
 | 
						|
            if self.entrances:
 | 
						|
                outfile.write('\n\nEntrances:\n\n')
 | 
						|
                outfile.write('\n'.join(['%s%s %s %s' % (f'{self.world.get_player_names(entry["player"])}: ' if self.world.players > 1 else '', entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.entrances.values()]))
 | 
						|
            outfile.write('\n\nMedallions:\n')
 | 
						|
            for dungeon, medallion in self.medallions.items():
 | 
						|
                outfile.write(f'\n{dungeon}: {medallion}')
 | 
						|
            if self.startinventory:
 | 
						|
                outfile.write('\n\nStarting Inventory:\n\n')
 | 
						|
                outfile.write('\n'.join(self.startinventory))
 | 
						|
            outfile.write('\n\nLocations:\n\n')
 | 
						|
            outfile.write('\n'.join(['%s: %s' % (location, item) for grouping in self.locations.values() for (location, item) in grouping.items()]))
 | 
						|
            outfile.write('\n\nShops:\n\n')
 | 
						|
            outfile.write('\n'.join("{} [{}]\n    {}".format(shop['location'], shop['type'], "\n    ".join(item for item in [shop.get('item_0', None), shop.get('item_1', None), shop.get('item_2', None)] if item)) for shop in self.shops))
 | 
						|
            for player in range(1, self.world.players + 1):
 | 
						|
                if self.world.boss_shuffle[player] != 'none':
 | 
						|
                    bossmap = self.bosses[str(player)] if self.world.players > 1 else self.bosses
 | 
						|
                    outfile.write(f'\n\nBosses{(f" ({self.world.get_player_names(player)})" if self.world.players > 1 else "")}:\n')
 | 
						|
                    outfile.write('    '+'\n    '.join([f'{x}: {y}' for x, y in bossmap.items()]))
 | 
						|
            outfile.write('\n\nPlaythrough:\n\n')
 | 
						|
            outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join(['  %s: %s' % (location, item) for (location, item) in sphere.items()] if sphere_nr != '0' else [f'  {item}' for item in sphere])) for (sphere_nr, sphere) in self.playthrough.items()]))
 | 
						|
            if self.unreachables:
 | 
						|
                outfile.write('\n\nUnreachable Items:\n\n')
 | 
						|
                outfile.write('\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables]))
 | 
						|
            outfile.write('\n\nPaths:\n\n')
 | 
						|
 | 
						|
            path_listings = []
 | 
						|
            for location, path in sorted(self.paths.items()):
 | 
						|
                path_lines = []
 | 
						|
                for region, exit in path:
 | 
						|
                    if exit is not None:
 | 
						|
                        path_lines.append("{} -> {}".format(region, exit))
 | 
						|
                    else:
 | 
						|
                        path_lines.append(region)
 | 
						|
                path_listings.append("{}\n        {}".format(location, "\n   =>   ".join(path_lines)))
 | 
						|
 | 
						|
            outfile.write('\n'.join(path_listings))
 |