SA2B: v2.4 - Minigame Madness (#4663)

Changelog:

Features:
- New Goal
  - Minigame Madness
    - Win a certain number of each type of Minigame Trap, then defeat the Finalhazard to win!
	- How many of each Minigame are required can be set by an Option
	- When the required amount of a Minigame has been received, that Minigame can be replayed in the Chao World Lobby
- New optional Location Checks
  - Bigsanity
    - Go fishing with Big in each stage for a Location Check
  - Itemboxsanity
    - Either Extra Life Boxes or All Item Boxes
- New Items
  - New Traps
    - Literature Trap
	- Controller Drift Trap
	- Poison Trap
	- Bee Trap
  - New Minigame Traps
    - Breakout Trap
	- Fishing Trap
	- Trivia Trap
	- Pokemon Trivia Trap
	- Pokemon Count Trap
	- Number Sequence Trap
	- Light Up Path Trap
	- Pinball Trap
	- Math Quiz Trap
	- Snake Trap
	- Input Sequence Trap
- Trap Link
  - When you receive a trap, you send a copy of it to every other player with Trap Link enabled
- Boss Gate Plando
- Expert Logic Difficulty
	- Use at your own risk. This difficulty requires complete mastery of SA2.
- Missions can now be enabled and disabled per-character, instead of just per-style
- Minigame Difficulty can now be set to "Chaos", which selects a new difficulty randomly per-trap received

Quality of Life:
- Gate Stages and Mission Orders are now displayed in the spoiler log
- Additional play stats are saved and displayed with the randomizer credits
- Stage Locations progress UI now displays in multiple pages when Itemboxsanity is enabled
- Current stage mission order and progress are now shown when paused in-level
- Chaos Emeralds are now shown when paused in-level
- Location Name Groups were created
- Moved SA2B to the new Options system
- Option Presets were created
- Error Messages are more obvious

Bug Fixes:
- Added missing `Dry Lagoon - 12 Animals` location
- Flying Dog boss should no longer crash when you have done at least 3 Intermediate Kart Races
- Invincibility can no longer be received in the King Boom Boo fight, preventing a crash
- Chaos Emeralds should no longer disproportionately end up in Cannon's Core or the final Level Gate
- Going into submenus from the pause menu should no longer reset traps
- `Sonic - Magic Gloves` are now plural
- Junk items will no longer cause a crash when in a falling state
- Chao Garden:
	- Prevent races from occasionally becoming uncompletable when using the "Prize Only" option
	- Properly allow Hero Chao to participate in Dark Races
	- Don't allow the Chao Garden to send locations when connected to an invalid server
	- Prevent the Chao Garden from resetting your life count
	- Fix Chao World Entrance Shuffle causing inaccessible Neutral Garden
	- Fix pressing the 'B' button to take you to the proper location in Chao World Entrance Shuffle
	- Prevent Chao Karate progress icon overflow
	- Prevent changing Chao Timescale while paused or while a Minigame is active
- Logic Fixes:
	- `Mission Street - Chao Key 1` (Hard Logic) now requires no upgrades
	- `Mission Street - Chao Key 2` (Hard Logic) now requires no upgrades
	- `Crazy Gadget - Hidden 1` (Standard Logic) now requires `Sonic - Bounce Bracelet` instead of `Sonic - Light Shoes`
	- `Lost Colony - Hidden 1` (Standard Logic) now requires `Eggman - Jet Engine`
	- `Mad Space - Gold Beetle` (Standard Logic) now only requires `Rouge - Iron Boots`
	- `Cosmic Wall - Gold Beetle` (Standard and Hard Logic) now only requires `Eggman - Jet Engine`
This commit is contained in:
PoryGone
2025-03-22 08:00:07 -04:00
committed by GitHub
parent 0e99888926
commit 294a67a4b4
13 changed files with 7612 additions and 2270 deletions

View File

@@ -1,18 +1,23 @@
import typing
from BaseClasses import MultiWorld
from worlds.AutoWorld import World
speed_characters_1 = "Sonic vs Shadow 1"
speed_characters_2 = "Sonic vs Shadow 2"
mech_characters_1 = "Tails vs Eggman 1"
mech_characters_2 = "Tails vs Eggman 2"
hunt_characters_1 = "Knuckles vs Rouge 1"
big_foot = "F-6t BIG FOOT"
hot_shot = "B-3x HOT SHOT"
flying_dog = "R-1/A FLYING DOG"
egg_golem_sonic = "Egg Golem (Sonic)"
egg_golem_eggman = "Egg Golem (Eggman)"
king_boom_boo = "King Boom Boo"
from .Names import LocationName
from .Options import GateBossPlando
speed_characters_1 = "sonic vs shadow 1"
speed_characters_2 = "sonic vs shadow 2"
mech_characters_1 = "tails vs eggman 1"
mech_characters_2 = "tails vs eggman 2"
hunt_characters_1 = "knuckles vs rouge 1"
big_foot = "big foot"
hot_shot = "hot shot"
flying_dog = "flying dog"
egg_golem_sonic = "egg golem (sonic)"
egg_golem_eggman = "egg golem (eggman)"
king_boom_boo = "king boom boo"
gate_bosses_no_requirements_table = {
speed_characters_1: 0,
@@ -45,44 +50,83 @@ all_gate_bosses_table = {
}
boss_id_to_name = {
0: "Sonic vs Shadow 1",
1: "Sonic vs Shadow 2",
2: "Tails vs Eggman 1",
3: "Tails vs Eggman 2",
4: "Knuckles vs Rouge 1",
5: "F-6t BIG FOOT",
6: "B-3x HOT SHOT",
7: "R-1/A FLYING DOG",
8: "Egg Golem (Sonic)",
9: "Egg Golem (Eggman)",
10: "King Boom Boo",
11: "Sonic vs Shadow 1",
12: "Sonic vs Shadow 2",
13: "Tails vs Eggman 1",
14: "Tails vs Eggman 2",
15: "Knuckles vs Rouge 1",
}
def get_boss_name(boss: int):
for key, value in gate_bosses_no_requirements_table.items():
if value == boss:
return key
for key, value in gate_bosses_with_requirements_table.items():
if value == boss:
return key
for key, value in extra_boss_rush_bosses_table.items():
if value == boss:
return key
return boss_id_to_name[boss]
def boss_has_requirement(boss: int):
return boss >= len(gate_bosses_no_requirements_table)
def get_gate_bosses(multiworld: MultiWorld, world: World):
def get_gate_bosses(world: World):
selected_bosses: typing.List[int] = []
boss_gates: typing.List[int] = []
available_bosses: typing.List[str] = list(gate_bosses_no_requirements_table.keys())
multiworld.random.shuffle(available_bosses)
halfway = False
world.random.shuffle(available_bosses)
gate_boss_plando: typing.Union[int, str] = world.options.gate_boss_plando.value
plando_bosses = ["None", "None", "None", "None", "None"]
if isinstance(gate_boss_plando, str):
# boss plando
options = gate_boss_plando.split(";")
gate_boss_plando = GateBossPlando.options[options.pop()]
for option in options:
if "-" in option:
loc, boss = option.split("-")
boss_num = LocationName.boss_gate_names[loc]
if boss_num >= world.options.number_of_level_gates.value:
# Don't reject bosses plando'd into gate bosses that won't exist
pass
if boss in plando_bosses:
# TODO: Raise error here. Duplicates not allowed
pass
plando_bosses[boss_num] = boss
if boss in available_bosses:
available_bosses.remove(boss)
for x in range(world.options.number_of_level_gates):
if (not halfway) and ((x + 1) / world.options.number_of_level_gates) > 0.5:
if ("king boom boo" not in selected_bosses) and ("king boom boo" not in available_bosses) and ((x + 1) / world.options.number_of_level_gates) > 0.5:
available_bosses.extend(gate_bosses_with_requirements_table)
multiworld.random.shuffle(available_bosses)
halfway = True
selected_bosses.append(all_gate_bosses_table[available_bosses[0]])
world.random.shuffle(available_bosses)
chosen_boss = available_bosses[0]
if plando_bosses[x] != "None":
available_bosses.append(plando_bosses[x])
chosen_boss = plando_bosses[x]
selected_bosses.append(all_gate_bosses_table[chosen_boss])
boss_gates.append(x + 1)
available_bosses.remove(available_bosses[0])
available_bosses.remove(chosen_boss)
bosses: typing.Dict[int, int] = dict(zip(boss_gates, selected_bosses))
return bosses
def get_boss_rush_bosses(multiworld: MultiWorld, world: World):
def get_boss_rush_bosses(world: World):
if world.options.boss_rush_shuffle == 0:
boss_list_o = list(range(0, 16))
@@ -92,21 +136,21 @@ def get_boss_rush_bosses(multiworld: MultiWorld, world: World):
elif world.options.boss_rush_shuffle == 1:
boss_list_o = list(range(0, 16))
boss_list_s = boss_list_o.copy()
multiworld.random.shuffle(boss_list_s)
world.random.shuffle(boss_list_s)
return dict(zip(boss_list_o, boss_list_s))
elif world.options.boss_rush_shuffle == 2:
boss_list_o = list(range(0, 16))
boss_list_s = [multiworld.random.choice(boss_list_o) for i in range(0, 16)]
boss_list_s = [world.random.choice(boss_list_o) for i in range(0, 16)]
if 10 not in boss_list_s:
boss_list_s[multiworld.random.randint(0, 15)] = 10
boss_list_s[world.random.randint(0, 15)] = 10
return dict(zip(boss_list_o, boss_list_s))
elif world.options.boss_rush_shuffle == 3:
boss_list_o = list(range(0, 16))
boss_list_s = [multiworld.random.choice(boss_list_o)] * len(boss_list_o)
boss_list_s = [world.random.choice(boss_list_o)] * len(boss_list_o)
if 10 not in boss_list_s:
boss_list_s[multiworld.random.randint(0, 15)] = 10
boss_list_s[world.random.randint(0, 15)] = 10
return dict(zip(boss_list_o, boss_list_s))
else: