mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
core: new freetext and textchoice options (#728)
* add freetext and freetextchoice options * fix textchoice. create plando_bosses bool so worlds can check if boss plando is enabled * remove strange unneccessary \ escapes * lttp: rip boss plando out of core * fix broken text methods so they read the data correctly * revert `None` key in boss_shuffle_options. fix failing tests * lttp: rewrite boss plando * lttp: rewrite boss shuffle * add generic verification step and allow options to set a plando module * add default typing to plando_options set * use PlandoSettings intflag for lttp boss plando * fix plandosettings boss flag check * minor lttp init cleanup * make suggested changes. account for "random" existing within plando boss options * override eq operator * Please document me! * Forgot to mention it supports plando * remove auto_display_name * Throw warning alerting user to which shuffle is being used if plando is off. Set the remaining boss shuffle in init and boss placement cleanup * move the convoluted string matching to `from_text` * remove unneccessary text lowering and actually turn off plando option when it's disabled * typing * strong typing for verify method and reorder * typing is your friend * log warning correctly * 3.8 support :( * also list apparently * rip out old boss shuffle spoiler code * verification step for plando bosses and locations * update plando guide to reference new supported behavior * empty string is not `None`. remove unneccessary error throw * Fix bad ordering * validate boss_shuffle only contains a normal boss option at the end * get random choice from a list dummy * >:( Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com> * minor textchoice cleanup Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
This commit is contained in:
@@ -1,8 +1,9 @@
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import logging
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from typing import Optional
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from typing import Optional, Union, List, Tuple, Callable, Dict
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from BaseClasses import Boss
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from Fill import FillError
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from .Options import Bosses
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def BossFactory(boss: str, player: int) -> Optional[Boss]:
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@@ -12,7 +13,7 @@ def BossFactory(boss: str, player: int) -> Optional[Boss]:
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raise Exception('Unknown Boss: %s', boss)
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def ArmosKnightsDefeatRule(state, player: int):
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def ArmosKnightsDefeatRule(state, player: int) -> bool:
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# Magic amounts are probably a bit overkill
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return (
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state.has_melee_weapon(player) or
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@@ -25,7 +26,7 @@ def ArmosKnightsDefeatRule(state, player: int):
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state.has('Red Boomerang', player))
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def LanmolasDefeatRule(state, player: int):
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def LanmolasDefeatRule(state, player: int) -> bool:
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return (
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state.has_melee_weapon(player) or
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state.has('Fire Rod', player) or
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@@ -35,16 +36,16 @@ def LanmolasDefeatRule(state, player: int):
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state.can_shoot_arrows(player))
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def MoldormDefeatRule(state, player: int):
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def MoldormDefeatRule(state, player: int) -> bool:
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return state.has_melee_weapon(player)
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def HelmasaurKingDefeatRule(state, player: int):
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def HelmasaurKingDefeatRule(state, player: int) -> bool:
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# TODO: technically possible with the hammer
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return state.has_sword(player) or state.can_shoot_arrows(player)
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def ArrghusDefeatRule(state, player: int):
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def ArrghusDefeatRule(state, player: int) -> bool:
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if not state.has('Hookshot', player):
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return False
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# TODO: ideally we would have a check for bow and silvers, which combined with the
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@@ -58,7 +59,7 @@ def ArrghusDefeatRule(state, player: int):
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(state.has('Ice Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 16))))
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def MothulaDefeatRule(state, player: int):
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def MothulaDefeatRule(state, player: int) -> bool:
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return (
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state.has_melee_weapon(player) or
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(state.has('Fire Rod', player) and state.can_extend_magic(player, 10)) or
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@@ -70,11 +71,11 @@ def MothulaDefeatRule(state, player: int):
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)
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def BlindDefeatRule(state, player: int):
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def BlindDefeatRule(state, player: int) -> bool:
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return state.has_melee_weapon(player) or state.has('Cane of Somaria', player) or state.has('Cane of Byrna', player)
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def KholdstareDefeatRule(state, player: int):
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def KholdstareDefeatRule(state, player: int) -> bool:
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return (
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(
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state.has('Fire Rod', player) or
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@@ -96,11 +97,11 @@ def KholdstareDefeatRule(state, player: int):
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)
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def VitreousDefeatRule(state, player: int):
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def VitreousDefeatRule(state, player: int) -> bool:
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return state.can_shoot_arrows(player) or state.has_melee_weapon(player)
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def TrinexxDefeatRule(state, player: int):
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def TrinexxDefeatRule(state, player: int) -> bool:
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if not (state.has('Fire Rod', player) and state.has('Ice Rod', player)):
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return False
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return state.has('Hammer', player) or state.has('Tempered Sword', player) or state.has('Golden Sword', player) or \
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@@ -108,11 +109,11 @@ def TrinexxDefeatRule(state, player: int):
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(state.has_sword(player) and state.can_extend_magic(player, 32))
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def AgahnimDefeatRule(state, player: int):
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def AgahnimDefeatRule(state, player: int) -> bool:
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return state.has_sword(player) or state.has('Hammer', player) or state.has('Bug Catching Net', player)
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def GanonDefeatRule(state, player: int):
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def GanonDefeatRule(state, player: int) -> bool:
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if state.world.swordless[player]:
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return state.has('Hammer', player) and \
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state.has_fire_source(player) and \
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@@ -132,7 +133,7 @@ def GanonDefeatRule(state, player: int):
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return common and state.has('Silver Bow', player) and state.can_shoot_arrows(player)
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boss_table = {
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boss_table: Dict[str, Tuple[str, Optional[Callable]]] = {
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'Armos Knights': ('Armos', ArmosKnightsDefeatRule),
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'Lanmolas': ('Lanmola', LanmolasDefeatRule),
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'Moldorm': ('Moldorm', MoldormDefeatRule),
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@@ -147,7 +148,7 @@ boss_table = {
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'Agahnim2': ('Agahnim2', AgahnimDefeatRule)
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}
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boss_location_table = [
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boss_location_table: List[Tuple[str, str]] = [
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('Ganons Tower', 'top'),
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('Tower of Hera', None),
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('Skull Woods', None),
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@@ -164,6 +165,34 @@ boss_location_table = [
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]
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def place_plando_bosses(bosses: List[str], world, player: int) -> Tuple[List[str], List[Tuple[str, str]]]:
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# Most to least restrictive order
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boss_locations = boss_location_table.copy()
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world.random.shuffle(boss_locations)
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boss_locations.sort(key=lambda location: -int(restrictive_boss_locations[location]))
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already_placed_bosses: List[str] = []
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for boss in bosses:
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if "-" in boss: # handle plando locations
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loc, boss = boss.split("-")
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boss = boss.title()
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level: str = None
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if loc.split(" ")[-1] in {"top", "middle", "bottom"}:
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# split off level
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loc = loc.split(" ")
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level = loc[-1]
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loc = " ".join(loc[:-1])
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loc = loc.title().replace("Of", "of")
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place_boss(world, player, boss, loc, level)
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already_placed_bosses.append(boss)
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boss_locations.remove((loc, level))
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else: # boss chosen with no specified locations
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boss = boss.title()
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boss_locations, already_placed_bosses = place_where_possible(world, player, boss, boss_locations)
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return already_placed_bosses, boss_locations
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def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
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# blacklist approach
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if boss in {"Agahnim", "Agahnim2", "Ganon"}:
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@@ -187,62 +216,50 @@ def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) ->
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return True
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restrictive_boss_locations = {}
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restrictive_boss_locations: Dict[Tuple[str, str], bool] = {}
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for location in boss_location_table:
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restrictive_boss_locations[location] = not all(can_place_boss(boss, *location)
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for boss in boss_table if not boss.startswith("Agahnim"))
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def place_boss(world, player: int, boss: str, location: str, level: Optional[str]):
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def place_boss(world, player: int, boss: str, location: str, level: Optional[str]) -> None:
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if location == 'Ganons Tower' and world.mode[player] == 'inverted':
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location = 'Inverted Ganons Tower'
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logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
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world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player)
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def format_boss_location(location, level):
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def format_boss_location(location: str, level: str) -> str:
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return location + (' (' + level + ')' if level else '')
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def place_bosses(world, player: int):
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if world.boss_shuffle[player] == 'none':
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def place_bosses(world, player: int) -> None:
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# will either be an int or a lower case string with ';' between options
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boss_shuffle: Union[str, int] = world.boss_shuffle[player].value
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already_placed_bosses: List[str] = []
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remaining_locations: List[Tuple[str, str]] = []
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# handle plando
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if isinstance(boss_shuffle, str):
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# figure out our remaining mode, convert it to an int and remove it from plando_args
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options = boss_shuffle.split(";")
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boss_shuffle = Bosses.options[options.pop()]
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# place our plando bosses
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already_placed_bosses, remaining_locations = place_plando_bosses(options, world, player)
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if boss_shuffle == Bosses.option_none: # vanilla boss locations
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return
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# Most to least restrictive order
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boss_locations = boss_location_table.copy()
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world.random.shuffle(boss_locations)
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boss_locations.sort(key= lambda location: -int(restrictive_boss_locations[location]))
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if not remaining_locations and not already_placed_bosses:
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remaining_locations = boss_location_table.copy()
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world.random.shuffle(remaining_locations)
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remaining_locations.sort(key=lambda location: -int(restrictive_boss_locations[location]))
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all_bosses = sorted(boss_table.keys()) # sorted to be deterministic on older pythons
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placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']]
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shuffle_mode = world.boss_shuffle[player]
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already_placed_bosses = []
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if ";" in shuffle_mode:
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bosses = shuffle_mode.split(";")
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shuffle_mode = bosses.pop()
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for boss in bosses:
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if "-" in boss:
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loc, boss = boss.split("-")
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boss = boss.title()
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level = None
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if loc.split(" ")[-1] in {"top", "middle", "bottom"}:
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# split off level
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loc = loc.split(" ")
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level = loc[-1]
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loc = " ".join(loc[:-1])
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loc = loc.title().replace("Of", "of")
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if can_place_boss(boss, loc, level) and (loc, level) in boss_locations:
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place_boss(world, player, boss, loc, level)
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already_placed_bosses.append(boss)
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boss_locations.remove((loc, level))
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else:
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raise Exception(f"Cannot place {boss} at {format_boss_location(loc, level)} for player {player}.")
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else:
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boss = boss.title()
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boss_locations, already_placed_bosses = place_where_possible(world, player, boss, boss_locations)
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if shuffle_mode == "none":
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return # vanilla bosses come pre-placed
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if shuffle_mode in ["basic", "full"]:
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if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled
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if boss_shuffle == Bosses.option_basic or boss_shuffle == Bosses.option_full:
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if boss_shuffle == Bosses.option_basic: # vanilla bosses shuffled
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bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
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else: # all bosses present, the three duplicates chosen at random
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bosses = placeable_bosses + world.random.sample(placeable_bosses, 3)
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@@ -258,7 +275,7 @@ def place_bosses(world, player: int):
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logging.debug('Bosses chosen %s', bosses)
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world.random.shuffle(bosses)
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for loc, level in boss_locations:
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for loc, level in remaining_locations:
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for _ in range(len(bosses)):
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boss = bosses.pop()
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if can_place_boss(boss, loc, level):
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@@ -272,8 +289,8 @@ def place_bosses(world, player: int):
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place_boss(world, player, boss, loc, level)
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elif shuffle_mode == "chaos": # all bosses chosen at random
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for loc, level in boss_locations:
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elif boss_shuffle == Bosses.option_chaos: # all bosses chosen at random
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for loc, level in remaining_locations:
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try:
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boss = world.random.choice(
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[b for b in placeable_bosses if can_place_boss(b, loc, level)])
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@@ -282,9 +299,9 @@ def place_bosses(world, player: int):
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else:
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place_boss(world, player, boss, loc, level)
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elif shuffle_mode == "singularity":
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elif boss_shuffle == Bosses.option_singularity:
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primary_boss = world.random.choice(placeable_bosses)
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remaining_boss_locations, _ = place_where_possible(world, player, primary_boss, boss_locations)
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remaining_boss_locations, _ = place_where_possible(world, player, primary_boss, remaining_locations)
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if remaining_boss_locations:
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# pick a boss to go into the remaining locations
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remaining_boss = world.random.choice([boss for boss in placeable_bosses if all(
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@@ -293,12 +310,12 @@ def place_bosses(world, player: int):
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if remaining_boss_locations:
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raise Exception("Unfilled boss locations!")
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else:
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raise FillError(f"Could not find boss shuffle mode {shuffle_mode}")
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raise FillError(f"Could not find boss shuffle mode {boss_shuffle}")
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def place_where_possible(world, player: int, boss: str, boss_locations):
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remainder = []
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placed_bosses = []
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def place_where_possible(world, player: int, boss: str, boss_locations) -> Tuple[List[Tuple[str, str]], List[str]]:
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remainder: List[Tuple[str, str]] = []
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placed_bosses: List[str] = []
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for loc, level in boss_locations:
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# place that boss where it can go
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if can_place_boss(boss, loc, level):
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@@ -1,7 +1,7 @@
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import typing
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from BaseClasses import MultiWorld
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from Options import Choice, Range, Option, Toggle, DefaultOnToggle, DeathLink
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from Options import Choice, Range, Option, Toggle, DefaultOnToggle, DeathLink, TextChoice
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class Logic(Choice):
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@@ -138,13 +138,143 @@ class WorldState(Choice):
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option_inverted = 2
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class Bosses(Choice):
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option_vanilla = 0
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option_simple = 1
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class Bosses(TextChoice):
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"""Shuffles bosses around to different locations.
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Basic will shuffle all bosses except Ganon and Agahnim anywhere they can be placed.
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Full chooses 3 bosses at random to be placed twice instead of Lanmolas, Moldorm, and Helmasaur.
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Chaos allows any boss to appear any number of times.
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Singularity places a single boss in as many places as possible, and a second boss in any remaining locations.
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Supports plando placement. Formatting here: https://archipelago.gg/tutorial/A%20Link%20to%20the%20Past/plando/en"""
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display_name = "Boss Shuffle"
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option_none = 0
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option_basic = 1
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option_full = 2
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option_chaos = 3
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option_singularity = 4
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bosses: set = {
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"Armos Knights",
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"Lanmolas",
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"Moldorm",
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"Helmasaur King",
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"Arrghus",
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"Mothula",
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"Blind",
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"Kholdstare",
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"Vitreous",
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"Trinexx",
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}
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locations: set = {
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"Ganons Tower Top",
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"Tower of Hera",
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"Skull Woods",
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"Ganons Tower Middle",
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"Eastern Palace",
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"Desert Palace",
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"Palace of Darkness",
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"Swamp Palace",
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"Thieves Town",
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"Ice Palace",
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"Misery Mire",
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"Turtle Rock",
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"Ganons Tower Bottom"
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}
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def __init__(self, value: typing.Union[str, int]):
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assert isinstance(value, str) or isinstance(value, int), \
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f"{value} is not a valid option for {self.__class__.__name__}"
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self.value = value
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@classmethod
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def from_text(cls, text: str):
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import random
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# set all of our text to lower case for name checking
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text = text.lower()
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cls.bosses = {boss_name.lower() for boss_name in cls.bosses}
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cls.locations = {boss_location.lower() for boss_location in cls.locations}
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if text == "random":
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return cls(random.choice(list(cls.options.values())))
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for option_name, value in cls.options.items():
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if option_name == text:
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return cls(value)
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options = text.split(";")
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# since plando exists in the option verify the plando values given are valid
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cls.validate_plando_bosses(options)
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# find out what type of boss shuffle we should use for placing bosses after plando
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# and add as a string to look nice in the spoiler
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if "random" in options:
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shuffle = random.choice(list(cls.options))
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options.remove("random")
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options = ";".join(options) + ";" + shuffle
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boss_class = cls(options)
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else:
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for option in options:
|
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if option in cls.options:
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boss_class = cls(";".join(options))
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break
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else:
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if len(options) == 1:
|
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if cls.valid_boss_name(options[0]):
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options = options[0] + ";singularity"
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boss_class = cls(options)
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else:
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options = options[0] + ";none"
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boss_class = cls(options)
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else:
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options = ";".join(options) + ";none"
|
||||
boss_class = cls(options)
|
||||
return boss_class
|
||||
|
||||
@classmethod
|
||||
def validate_plando_bosses(cls, options: typing.List[str]) -> None:
|
||||
from .Bosses import can_place_boss, format_boss_location
|
||||
for option in options:
|
||||
if option == "random" or option in cls.options:
|
||||
if option != options[-1]:
|
||||
raise ValueError(f"{option} option must be at the end of the boss_shuffle options!")
|
||||
continue
|
||||
if "-" in option:
|
||||
location, boss = option.split("-")
|
||||
level = ''
|
||||
if not cls.valid_boss_name(boss):
|
||||
raise ValueError(f"{boss} is not a valid boss name for location {location}.")
|
||||
if not cls.valid_location_name(location):
|
||||
raise ValueError(f"{location} is not a valid boss location name.")
|
||||
if location.split(" ")[-1] in ("top", "middle", "bottom"):
|
||||
location = location.split(" ")
|
||||
level = location[-1]
|
||||
location = " ".join(location[:-1])
|
||||
location = location.title().replace("Of", "of")
|
||||
if not can_place_boss(boss.title(), location, level):
|
||||
raise ValueError(f"{format_boss_location(location, level)} "
|
||||
f"is not a valid location for {boss.title()}.")
|
||||
else:
|
||||
if not cls.valid_boss_name(option):
|
||||
raise ValueError(f"{option} is not a valid boss name.")
|
||||
|
||||
@classmethod
|
||||
def valid_boss_name(cls, value: str) -> bool:
|
||||
return value.lower() in cls.bosses
|
||||
|
||||
@classmethod
|
||||
def valid_location_name(cls, value: str) -> bool:
|
||||
return value in cls.locations
|
||||
|
||||
def verify(self, world, player_name: str, plando_options) -> None:
|
||||
if isinstance(self.value, int):
|
||||
return
|
||||
from Generate import PlandoSettings
|
||||
if not(PlandoSettings.bosses & plando_options):
|
||||
import logging
|
||||
# plando is disabled but plando options were given so pull the option and change it to an int
|
||||
option = self.value.split(";")[-1]
|
||||
self.value = self.options[option]
|
||||
logging.warning(f"The plando bosses module is turned off, so {self.name_lookup[self.value].title()} "
|
||||
f"boss shuffle will be used for player {player_name}.")
|
||||
|
||||
|
||||
class Enemies(Choice):
|
||||
option_vanilla = 0
|
||||
@@ -164,8 +294,8 @@ class Progressive(Choice):
|
||||
|
||||
|
||||
class Swordless(Toggle):
|
||||
"""No swords. Curtains in Skull Woods and Agahnim\'s
|
||||
Tower are removed, Agahnim\'s Tower barrier can be
|
||||
"""No swords. Curtains in Skull Woods and Agahnim's
|
||||
Tower are removed, Agahnim's Tower barrier can be
|
||||
destroyed with hammer. Misery Mire and Turtle Rock
|
||||
can be opened without a sword. Hammer damages Ganon.
|
||||
Ether and Bombos Tablet can be activated with Hammer
|
||||
@@ -367,6 +497,7 @@ alttp_options: typing.Dict[str, type(Option)] = {
|
||||
"hints": Hints,
|
||||
"scams": Scams,
|
||||
"restrict_dungeon_item_on_boss": RestrictBossItem,
|
||||
"boss_shuffle": Bosses,
|
||||
"pot_shuffle": PotShuffle,
|
||||
"enemy_shuffle": EnemyShuffle,
|
||||
"killable_thieves": KillableThieves,
|
||||
|
||||
@@ -349,7 +349,7 @@ class ALTTPWorld(World):
|
||||
def use_enemizer(self):
|
||||
world = self.world
|
||||
player = self.player
|
||||
return (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player]
|
||||
return (world.boss_shuffle[player] or world.enemy_shuffle[player]
|
||||
or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default'
|
||||
or world.pot_shuffle[player] or world.bush_shuffle[player]
|
||||
or world.killable_thieves[player])
|
||||
|
||||
@@ -26,10 +26,14 @@
|
||||
- Example: `Trinexx`
|
||||
- Takes a particular boss and places that boss in any remaining slots in which this boss can function.
|
||||
- In this example, it would fill Desert Palace, but not Tower of Hera.
|
||||
- If no other options are provided this will follow normal singularity rules with that boss.
|
||||
- Boss Shuffle:
|
||||
- Example: `simple`
|
||||
- Example: `basic`
|
||||
- Runs a particular boss shuffle mode to finish construction instead of vanilla placement, typically used as
|
||||
a last instruction.
|
||||
- Supports `random` which will choose a random option from the normal choices.
|
||||
- If one is not supplied any remaining locations will be unshuffled unless a single specific boss is
|
||||
supplied in which case it will use singularity as noted above.
|
||||
- [Available Bosses](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Bosses.py#L135)
|
||||
- [Available Arenas](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Bosses.py#L150)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user