Big enemizer updates
Fix sheets Health + damage rando Logical kill rooms
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@@ -90,6 +90,7 @@ class World(object):
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self.sanc_portal = {}
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self.fish = BabelFish()
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self.data_tables = {}
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self.damage_table = {}
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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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@@ -1470,6 +1471,7 @@ class Entrance(object):
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self.recursion_count = 0
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self.vanilla = None
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self.access_rule = lambda state: True
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self.verbose_rule = None
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self.player = player
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self.door = None
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self.hide_path = False
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@@ -2780,6 +2782,22 @@ class Spoiler(object):
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outfile.write(f'\n\nBosses ({self.world.get_player_names(player)}):\n\n')
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outfile.write('\n'.join([f'{x}: {y}' for x, y in bossmap.items() if y not in ['Agahnim', 'Agahnim 2', 'Ganon']]))
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def extras(self, filename):
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# todo: conditional on enemy shuffle mode
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with open(filename, 'a') as outfile:
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outfile.write('\n\nOverworld Enemies:\n\n')
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for player in range(1, self.world.players + 1):
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player_tag = ' '+self.world.get_player_names(player) if self.world.players > 1 else ''
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for area, sprite_list in self.world.data_tables[player].ow_enemy_table.items():
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for idx, sprite in enumerate(sprite_list):
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outfile.write(f'{hex(area)} Enemy #{idx+1}{player_tag}: {str(sprite)}\n')
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outfile.write('\n\nUnderworld Enemies:\n\n')
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for player in range(1, self.world.players + 1):
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player_tag = ' '+self.world.get_player_names(player) if self.world.players > 1 else ''
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for area, sprite_list in self.world.data_tables[player].uw_enemy_table.room_map.items():
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for idx, sprite in enumerate(sprite_list):
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outfile.write(f'{hex(area)} Enemy #{idx+1}{player_tag}: {str(sprite)}\n')
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def playthrough_to_file(self, filename):
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with open(filename, 'a') as outfile:
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# locations: Change up location names; in the instance of a location with multiple sections, it'll try to translate the room name
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