TUNIC: Breakable Shuffle (#4489)

* Starting out

* Rules for breakable regions

* make the rest of it work, it's pr ready, boom

* Make it work in not pot shuffle

* Fix after merge

* Fix item id overlap

* Move breakable, grass, and local fill options in yaml

* Fix groups getting overwritten

* Rename, add new breakables

* Rename more stuff

* Time to rename them again

* Make it actually default for breakable shuffle

* Burn the signs down

* Fix west courtyard pot regions

* Fix fortress courtyard and beneath the fortress loc groups again

* More missing loc group conversions

* Replace instances of world.player with player, same for multiworld

* Update worlds/tunic/__init__.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Remove unused import
This commit is contained in:
Scipio Wright
2025-03-08 11:25:47 -05:00
committed by GitHub
parent ee9bcb84b7
commit 33a75fb2cb
8 changed files with 554 additions and 34 deletions

View File

@@ -313,6 +313,14 @@ class LogicRules(Choice):
default = 0
class BreakableShuffle(Toggle):
"""
Turns approximately 250 breakable objects in the game into checks.
"""
internal_name = "breakable_shuffle"
display_name = "Breakable Shuffle"
@dataclass
class TunicOptions(PerGameCommonOptions):
start_inventory_from_pool: StartInventoryPool
@@ -331,6 +339,7 @@ class TunicOptions(PerGameCommonOptions):
shuffle_ladders: ShuffleLadders
grass_randomizer: GrassRandomizer
breakable_shuffle: BreakableShuffle
local_fill: LocalFill
entrance_rando: EntranceRando