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								from dataclasses import dataclass
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											2024-01-31 01:56:35 -05:00
										 
									 
								 
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								from Options import Toggle, Choice, DefaultOnToggle, Range, PerGameCommonOptions, StartInventoryPool
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								class ShuffleDoors(Choice):
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								    """If on, opening doors will require their respective "keys".
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								    In "simple", doors are sorted into logical groups, which are all opened by receiving an item.
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								    In "complex", the items are much more granular, and will usually only open a single door each."""
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								    display_name = "Shuffle Doors"
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								    option_none = 0
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								    option_simple = 1
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								    option_complex = 2
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								class ProgressiveOrangeTower(DefaultOnToggle):
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								    """When "Shuffle Doors" is on, this setting governs the manner in which the Orange Tower floors open up.
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								    If off, there is an item for each floor of the tower, and each floor's item is the only one needed to access that floor.
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								    If on, there are six progressive items, which open up the tower from the bottom floor upward.
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								    """
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								    display_name = "Progressive Orange Tower"
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											2024-01-16 07:11:20 -05:00
										 
									 
								 
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								class ProgressiveColorful(DefaultOnToggle):
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								    """When "Shuffle Doors" is on "complex", this setting governs the manner in which The Colorful opens up.
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								    If off, there is an item for each room of The Colorful, meaning that random rooms in the middle of the sequence can open up without giving you access to them.
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								    If on, there are ten progressive items, which open up the sequence from White forward."""
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								    display_name = "Progressive Colorful"
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								class LocationChecks(Choice):
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								    """On "normal", there will be a location check for each panel set that would ordinarily open a door, as well as for
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								    achievement panels and a small handful of other panels.
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								    On "reduced", many of the locations that are associated with opening doors are removed.
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								    On "insanity", every individual panel in the game is a location check."""
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								    display_name = "Location Checks"
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								    option_normal = 0
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								    option_reduced = 1
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								    option_insanity = 2
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											2023-12-03 18:06:11 -05:00
										 
									 
								 
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								class ShuffleColors(DefaultOnToggle):
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								    """If on, an item is added to the pool for every puzzle color (besides White).
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								    You will need to unlock the requisite colors in order to be able to solve puzzles of that color."""
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								    display_name = "Shuffle Colors"
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								class ShufflePanels(Choice):
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								    """If on, the puzzles on each panel are randomized.
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								    On "rearrange", the puzzles are the same as the ones in the base game, but are placed in different areas."""
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								    display_name = "Shuffle Panels"
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								    option_none = 0
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								    option_rearrange = 1
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								class ShufflePaintings(Toggle):
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								    """If on, the destination, location, and appearance of the painting warps in the game will be randomized."""
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								    display_name = "Shuffle Paintings"
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								class VictoryCondition(Choice):
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								    """Change the victory condition.
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								    On "the_end", the goal is to solve THE END at the top of the tower.
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								    On "the_master", the goal is to solve THE MASTER at the top of the tower, after getting the number of achievements specified in the Mastery Achievements option.
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								    On "level_2", the goal is to solve LEVEL 2 in the second room, after solving the number of panels specified in the Level 2 Requirement option."""
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								    display_name = "Victory Condition"
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								    option_the_end = 0
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								    option_the_master = 1
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								    option_level_2 = 2
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								class MasteryAchievements(Range):
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								    """The number of achievements required to unlock THE MASTER.
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								    In the base game, 21 achievements are needed.
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								    If you include The Scientific and The Unchallenged, which are in the base game but are not counted for mastery, 23 would be required.
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								    If you include the custom achievement (The Wanderer), 24 would be required.
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								    """
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								    display_name = "Mastery Achievements"
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								    range_start = 1
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								    range_end = 24
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								    default = 21
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								class Level2Requirement(Range):
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								    """The number of panel solves required to unlock LEVEL 2.
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								    In the base game, 223 are needed.
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								    Note that this count includes ANOTHER TRY.
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								    When set to 1, the panel hunt is disabled, and you can access LEVEL 2 for free.
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								    """
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								    display_name = "Level 2 Requirement"
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								    range_start = 1
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								    range_end = 800
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								    default = 223
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								class EarlyColorHallways(Toggle):
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								    """When on, a painting warp to the color hallways area will appear in the starting room.
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								    This lets you avoid being trapped in the starting room for long periods of time when door shuffle is on."""
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								    display_name = "Early Color Hallways"
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								class TrapPercentage(Range):
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								    """Replaces junk items with traps, at the specified rate."""
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								    display_name = "Trap Percentage"
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								    range_start = 0
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								    range_end = 100
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								    default = 20
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								class PuzzleSkipPercentage(Range):
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								    """Replaces junk items with puzzle skips, at the specified rate."""
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								    display_name = "Puzzle Skip Percentage"
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								    range_start = 0
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								    range_end = 100
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								    default = 20
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								class DeathLink(Toggle):
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								    """If on: Whenever another player on death link dies, you will be returned to the starting room."""
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								    display_name = "Death Link"
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								@dataclass
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								class LingoOptions(PerGameCommonOptions):
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								    shuffle_doors: ShuffleDoors
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								    progressive_orange_tower: ProgressiveOrangeTower
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								    progressive_colorful: ProgressiveColorful
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								    location_checks: LocationChecks
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								    shuffle_colors: ShuffleColors
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								    shuffle_panels: ShufflePanels
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								    shuffle_paintings: ShufflePaintings
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								    victory_condition: VictoryCondition
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								    mastery_achievements: MasteryAchievements
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								    level_2_requirement: Level2Requirement
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								    early_color_hallways: EarlyColorHallways
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								    trap_percentage: TrapPercentage
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								    puzzle_skip_percentage: PuzzleSkipPercentage
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								    death_link: DeathLink
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								    start_inventory_from_pool: StartInventoryPool
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