338 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			338 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from worlds.AutoWorld import World, WebWorld
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from BaseClasses import Region, Item, ItemClassification, Tutorial
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from typing import List, ClassVar, Type, Set
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from math import floor
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from Options import PerGameCommonOptions
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from .Options import MuseDashOptions, md_option_groups
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from .Items import MuseDashSongItem, MuseDashFixedItem
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from .Locations import MuseDashLocation
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from .MuseDashCollection import MuseDashCollections
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from .Presets import MuseDashPresets
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class MuseDashWebWorld(WebWorld):
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    theme = "partyTime"
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    bug_report_page = "https://github.com/DeamonHunter/ArchipelagoMuseDash/issues"
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    setup_en = Tutorial(
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        "Mod Setup and Use Guide",
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        "A guide to setting up the Muse Dash Archipelago Mod on your computer.",
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        "English",
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        "setup_en.md",
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        "setup/en",
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        ["DeamonHunter"]
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    )
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    setup_es = Tutorial(
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        setup_en.tutorial_name,
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        setup_en.description,
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        "Español",
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        "setup_es.md",
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        "setup/es",
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        ["Shiny"]
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    )
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    tutorials = [setup_en, setup_es]
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    options_presets = MuseDashPresets
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    option_groups = md_option_groups
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class MuseDashWorld(World):
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    """Muse Dash is a rhythm game where you hit objects to the beat of one of 400+ songs.
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    Play through a selection of randomly chosen songs, collecting music sheets
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    until you have enough to play and complete the goal song!"""
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    # FUTURE OPTIONS
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    # - Album Rando.
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    # - Added items for characters/elfin/portraits.
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    # - Support for blacklisting/plando-ing certain songs.
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    # World Options
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    game = "Muse Dash"
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    options_dataclass: ClassVar[Type[PerGameCommonOptions]] = MuseDashOptions
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    options: MuseDashOptions
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    topology_present = False
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    web = MuseDashWebWorld()
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    # Necessary Data
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    md_collection = MuseDashCollections()
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    filler_item_names = list(md_collection.filler_item_weights.keys())
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    filler_item_weights = list(md_collection.filler_item_weights.values())
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    item_name_to_id = {name: code for name, code in md_collection.item_names_to_id.items()}
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    location_name_to_id = {name: code for name, code in md_collection.location_names_to_id.items()}
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    item_name_groups = {
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        "Songs": {name for name in md_collection.song_items.keys()},
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        "Filler Items": {name for name in md_collection.filler_items.keys()},
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        "Traps": {name for name in md_collection.trap_items.keys()}
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    }
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    # Working Data
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    victory_song_name: str = ""
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    starting_songs: List[str]
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    included_songs: List[str]
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    needed_token_count: int
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    location_count: int
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    def generate_early(self):
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        dlc_songs = {key for key in self.options.dlc_packs.value}
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        streamer_mode = self.options.streamer_mode_enabled
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        (lower_diff_threshold, higher_diff_threshold) = self.get_difficulty_range()
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        # The minimum amount of songs to make an ok rando would be Starting Songs + 10 interim songs + Goal song.
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        # - Interim songs being equal to max starting song count.
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        # Note: The worst settings still allow 25 songs (Streamer Mode + No DLC).
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        starter_song_count = self.options.starting_song_count.value
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        while True:
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            # In most cases this should only need to run once
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            available_song_keys = self.md_collection.get_songs_with_settings(
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                dlc_songs, bool(streamer_mode.value), lower_diff_threshold, higher_diff_threshold)
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            available_song_keys = self.handle_plando(available_song_keys, dlc_songs)
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            count_needed_for_start = max(0, starter_song_count - len(self.starting_songs))
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            if len(available_song_keys) + len(self.included_songs) >= count_needed_for_start + 11:
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                final_song_list = available_song_keys
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                break
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            # If the above fails, we want to adjust the difficulty thresholds.
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            # Easier first, then harder
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            if lower_diff_threshold <= 1 and higher_diff_threshold >= 11:
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                raise Exception("Failed to find enough songs, even with maximum difficulty thresholds.")
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            elif lower_diff_threshold <= 1:
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                higher_diff_threshold += 1
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            else:
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                lower_diff_threshold -= 1
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        self.create_song_pool(final_song_list)
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        for song in self.starting_songs:
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            self.multiworld.push_precollected(self.create_item(song))
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    def handle_plando(self, available_song_keys: List[str], dlc_songs: Set[str]) -> List[str]:
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        song_items = self.md_collection.song_items
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        start_items = self.options.start_inventory.value.keys()
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        include_songs = self.options.include_songs.value
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        exclude_songs = self.options.exclude_songs.value
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        self.starting_songs = [s for s in start_items if s in song_items]
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        self.starting_songs = self.md_collection.filter_songs_to_dlc(self.starting_songs, dlc_songs)
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        self.included_songs = [s for s in include_songs if s in song_items and s not in self.starting_songs]
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        self.included_songs = self.md_collection.filter_songs_to_dlc(self.included_songs, dlc_songs)
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        return [s for s in available_song_keys if s not in start_items
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                and s not in include_songs and s not in exclude_songs]
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    def create_song_pool(self, available_song_keys: List[str]):
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        starting_song_count = self.options.starting_song_count.value
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        additional_song_count = self.options.additional_song_count.value
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        self.random.shuffle(available_song_keys)
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        # First, we must double check if the player has included too many guaranteed songs
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        included_song_count = len(self.included_songs)
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        if included_song_count > additional_song_count:
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            # If so, we want to thin the list, thus let's get the goal song and starter songs while we are at it.
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            self.random.shuffle(self.included_songs)
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            self.victory_song_name = self.included_songs.pop()
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            while len(self.included_songs) > additional_song_count:
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                next_song = self.included_songs.pop()
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                if len(self.starting_songs) < starting_song_count:
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                    self.starting_songs.append(next_song)
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        else:
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            # If not, choose a random victory song from the available songs
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            chosen_song = self.random.randrange(0, len(available_song_keys) + included_song_count)
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            if chosen_song < included_song_count:
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                self.victory_song_name = self.included_songs[chosen_song]
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                del self.included_songs[chosen_song]
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            else:
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                self.victory_song_name = available_song_keys[chosen_song - included_song_count]
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                del available_song_keys[chosen_song - included_song_count]
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        # Next, make sure the starting songs are fulfilled
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        if len(self.starting_songs) < starting_song_count:
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            for _ in range(len(self.starting_songs), starting_song_count):
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                if len(available_song_keys) > 0:
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                    self.starting_songs.append(available_song_keys.pop())
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                else:
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                    self.starting_songs.append(self.included_songs.pop())
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        # Then attempt to fulfill any remaining songs for interim songs
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        if len(self.included_songs) < additional_song_count:
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            for _ in range(len(self.included_songs), self.options.additional_song_count):
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                if len(available_song_keys) <= 0:
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                    break
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                self.included_songs.append(available_song_keys.pop())
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        self.location_count = 2 * (len(self.starting_songs) + len(self.included_songs))
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    def create_item(self, name: str) -> Item:
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        if name == self.md_collection.MUSIC_SHEET_NAME:
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            return MuseDashFixedItem(name, ItemClassification.progression_skip_balancing,
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                                     self.md_collection.MUSIC_SHEET_CODE, self.player)
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        filler = self.md_collection.filler_items.get(name)
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        if filler:
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            return MuseDashFixedItem(name, ItemClassification.filler, filler, self.player)
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        trap = self.md_collection.trap_items.get(name)
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        if trap:
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            return MuseDashFixedItem(name, ItemClassification.trap, trap, self.player)
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        song = self.md_collection.song_items[name]
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        return MuseDashSongItem(name, self.player, song)
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    def get_filler_item_name(self) -> str:
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        return self.random.choices(self.filler_item_names, self.filler_item_weights)[0]
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    def create_items(self) -> None:
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        song_keys_in_pool = self.included_songs.copy()
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        # Note: Item count will be off if plando is involved.
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        item_count = self.get_music_sheet_count()
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        # First add all goal song tokens
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        for _ in range(0, item_count):
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            self.multiworld.itempool.append(self.create_item(self.md_collection.MUSIC_SHEET_NAME))
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        # Then add 1 copy of every song
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        item_count += len(self.included_songs)
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        for song in self.included_songs:
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            self.multiworld.itempool.append(self.create_item(song))
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        # Then add all traps, making sure we don't over fill
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        trap_count = min(self.location_count - item_count, self.get_trap_count())
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        trap_list = self.get_available_traps()
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        if len(trap_list) > 0 and trap_count > 0:
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            for _ in range(0, trap_count):
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                index = self.random.randrange(0, len(trap_list))
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                self.multiworld.itempool.append(self.create_item(trap_list[index]))
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            item_count += trap_count
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        # At this point, if a player is using traps, it's possible that they have filled all locations
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        items_left = self.location_count - item_count
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        if items_left <= 0:
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            return
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        # When it comes to filling remaining spaces, we have 2 options. A useless filler or additional songs.
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        # First fill 50% with the filler. The rest is to be duplicate songs.
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        filler_count = floor(0.5 * items_left)
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        items_left -= filler_count
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        for _ in range(0, filler_count):
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            self.multiworld.itempool.append(self.create_item(self.get_filler_item_name()))
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        # All remaining spots are filled with duplicate songs. Duplicates are set to useful instead of progression
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        # to cut down on the number of progression items that Muse Dash puts into the pool.
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        # This is for the extraordinary case of needing to fill a lot of items.
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        while items_left > len(song_keys_in_pool):
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            for key in song_keys_in_pool:
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                item = self.create_item(key)
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                item.classification = ItemClassification.useful
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                self.multiworld.itempool.append(item)
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            items_left -= len(song_keys_in_pool)
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            continue
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        # Otherwise add a random assortment of songs
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        self.random.shuffle(song_keys_in_pool)
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        for i in range(0, items_left):
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            item = self.create_item(song_keys_in_pool[i])
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            item.classification = ItemClassification.useful
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            self.multiworld.itempool.append(item)
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    def create_regions(self) -> None:
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        menu_region = Region("Menu", self.player, self.multiworld)
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        self.multiworld.regions += [menu_region]
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        # Make a collection of all songs available for this rando.
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        # 1. All starting songs
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        # 2. All other songs shuffled
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        # Doing it in this order ensures that starting songs are first in line to getting 2 locations.
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        # Final song is excluded as for the purpose of this rando, it doesn't matter.
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        all_selected_locations = self.starting_songs.copy()
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        included_song_copy = self.included_songs.copy()
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        self.random.shuffle(included_song_copy)
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        all_selected_locations.extend(included_song_copy)
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        # Adds 2 item locations per song/album to the menu region.
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        for i in range(0, len(all_selected_locations)):
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            name = all_selected_locations[i]
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            loc1 = MuseDashLocation(self.player,  name + "-0", self.md_collection.song_locations[name + "-0"], menu_region)
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            loc1.access_rule = lambda state, place=name: state.has(place, self.player)
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            menu_region.locations.append(loc1)
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            loc2 = MuseDashLocation(self.player,  name + "-1", self.md_collection.song_locations[name + "-1"], menu_region)
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            loc2.access_rule = lambda state, place=name: state.has(place, self.player)
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            menu_region.locations.append(loc2)
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    def set_rules(self) -> None:
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        self.multiworld.completion_condition[self.player] = lambda state: \
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            state.has(self.md_collection.MUSIC_SHEET_NAME, self.player, self.get_music_sheet_win_count())
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    def get_available_traps(self) -> List[str]:
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        full_trap_list = self.md_collection.trap_items.keys()
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        if self.md_collection.MUSE_PLUS_DLC not in self.options.dlc_packs.value:
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            full_trap_list = [trap for trap in full_trap_list if trap not in self.md_collection.sfx_trap_items]
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        return [trap for trap in full_trap_list if trap in self.options.chosen_traps.value]
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    def get_trap_count(self) -> int:
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        multiplier = self.options.trap_count_percentage.value / 100.0
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        trap_count = len(self.starting_songs) + len(self.included_songs)
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        return max(0, floor(trap_count * multiplier))
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    def get_music_sheet_count(self) -> int:
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        multiplier = self.options.music_sheet_count_percentage.value / 100.0
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        song_count = len(self.starting_songs) + len(self.included_songs)
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        return max(1, floor(song_count * multiplier))
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    def get_music_sheet_win_count(self) -> int:
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        multiplier = self.options.music_sheet_win_count_percentage.value / 100.0
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        sheet_count = self.get_music_sheet_count()
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        return max(1, floor(sheet_count * multiplier))
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    def get_difficulty_range(self) -> List[int]:
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        difficulty_mode = self.options.song_difficulty_mode
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        # Valid difficulties are between 1 and 11. But make it 0 to 12 for safety
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        difficulty_bounds = [0, 12]
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        if difficulty_mode == 1:
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            difficulty_bounds[1] = 3
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        elif difficulty_mode == 2:
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            difficulty_bounds[0] = 4
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            difficulty_bounds[1] = 5
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        elif difficulty_mode == 3:
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            difficulty_bounds[0] = 6
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            difficulty_bounds[1] = 7
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        elif difficulty_mode == 4:
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            difficulty_bounds[0] = 8
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            difficulty_bounds[1] = 9
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        elif difficulty_mode == 5:
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            difficulty_bounds[0] = 10
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        elif difficulty_mode == 6:
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            minimum_difficulty = self.options.song_difficulty_min.value
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            maximum_difficulty = self.options.song_difficulty_max.value
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            difficulty_bounds[0] = min(minimum_difficulty, maximum_difficulty)
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            difficulty_bounds[1] = max(minimum_difficulty, maximum_difficulty)
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        return difficulty_bounds
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    def fill_slot_data(self):
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        return {
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            "victoryLocation": self.victory_song_name,
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            "deathLink": self.options.death_link.value,
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            "musicSheetWinCount": self.get_music_sheet_win_count(),
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            "gradeNeeded": self.options.grade_needed.value,
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        }
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