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New Game Implementation: Civilization VI (#3736)
* Init * remove submodule * Init * Update docs * Fix tests * Update to use apcivvi * Update Readme and codeowners * Minor changes * Remove .value from options (except starting hint) * Minor updates * remove unnecessary property * Cleanup Rules and Region * Fix output file generation * Implement feedback * Remove 'AP' tag and fix issue with format strings and using same quotes * Update worlds/civ_6/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Minor docs changes * minor updates * Small rework of create items * Minor updates * Remove unused variable * Move client to Launcher Components with rest of similar clients * Revert "Move client to Launcher Components with rest of similar clients" This reverts commit f9fd5df9fdf19eaf4f1de54e21e3c33a74f02364. * modify component * Fix generation issues * Fix tests * Minor change * Add improvement and test case * Minor options changes * . * Preliminary Review * Fix failing test due to slot data serialization * Format json * Remove exclude missable boosts * Update options (update goody hut text, make research multiplier a range) * Update docs punctuation and slot data init * Move priority/excluded locations into options * Implement docs PR feedback * PR Feedback for options * PR feedback misc * Update location classification and fix client type * Fix typings * Update research cost multiplier * Remove unnecessary location priority code * Remove extrenous use of items() * WIP PR Feedback * WIP PR Feedback * Add victory event * Add option set for death link effect * PR improvements * Update post fill hint to support items with multiple classifications * remove unnecessary len * Move location exclusion logic * Update test to use set instead of accidental dict * Update docs around progressive eras and boost locations * Update docs for options to be more readable * Fix issue with filler items and prehints * Update filler_data to be static * Update links in docs * Minor updates and PR feedback * Update boosts data * Update era required items * Update existing techs * Update existing techs * move boost data class * Update reward data * Update prereq data * Update new items and progressive districts * Remove unused code * Make filler item name func more efficient * Update death link text * Move Civ6 to the end of readme * Fix bug with hidden locations and location.name * Partial PR Feedback Implementation * Format changes * Minor review feedback * Modify access rules to use list created in generate_early * Modify boost rules to precalculate requirements * Remove option checks from access rules * Fix issue with pre initialized dicts * Add inno setup for civ6 client * Update inno_setup.iss --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com> Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
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worlds/civ_6/Options.py
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worlds/civ_6/Options.py
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from dataclasses import dataclass
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from Options import (
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Choice,
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DefaultOnToggle,
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OptionSet,
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PerGameCommonOptions,
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Range,
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StartInventoryPool,
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Toggle,
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)
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from .Enum import CivVIHintClassification
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class ProgressionStyle(Choice):
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"""
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**Districts Only**: Each tech/civic that would normally unlock a district or building now has a logical progression.
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Example: TECH_BRONZE_WORKING is now PROGRESSIVE_ENCAMPMENT
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**Eras and Districts**: Players will be defeated if they play until the world era advances beyond the currently unlocked maximum era.
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Unlocked eras can be seen in both the tech and civic trees. Includes all progressive districts.
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**None**: No progressive items will be included. This means you can get district upgrades that won't be usable until the relevant district is unlocked.
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"""
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rich_text_doc = True
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display_name = "Progression Style"
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option_districts_only = 0
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option_eras_and_districts = 1
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option_none = 2
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default = option_districts_only
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class ShuffleGoodyHuts(DefaultOnToggle):
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"""Shuffles the goody hut rewards.
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Goody huts will only contain junk items and locations are checked sequentially (First goody hut gives GOODY_HUT_1, second gives GOODY_HUT_2, etc.).
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"""
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display_name = "Shuffle Goody Hut Rewards"
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class BoostSanity(Toggle):
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"""Boosts for Civics/Techs are location checks. Boosts can now be triggered even if the item has already been
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researched.
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**Note**: If a boost is dependent upon a unit that is now obsolete, you can click to toggle on/off the relevant tech in
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the tech tree."""
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rich_text_doc = True
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display_name = "Boostsanity"
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class ResearchCostMultiplier(Range):
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"""Multiplier for research cost of techs and civics, higher values make research more expensive."""
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display_name = "Tech/Civic Cost Multiplier"
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range_start = 50
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range_end = 150
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default = 100
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class PreHintItems(OptionSet):
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"""Controls what items from the tech/civics trees are pre-hinted for the multiworld.
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**Progression**: Include Progression items in hints
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**Useful**: Include Useful items in hints
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**Filler**: Include Filler items in hints
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"""
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display_name = "Tech/Civic Tree pre-hinted Items"
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valid_keys = {classification.value for classification in CivVIHintClassification} # type: ignore
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class HideItemNames(Toggle):
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"""Each Tech and Civic Location will have a title of 'Unrevealed' until its prereqs have been researched. Note that
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hints will still be precollected if that option is enabled."""
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display_name = "Hide Item Names"
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class InGameFlagProgressionItems(DefaultOnToggle):
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"""If enabled, an advisor icon will be added to any location that contains a progression item."""
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display_name = "Advisor Indicates Progression Items"
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class CivDeathLink(Toggle):
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"""If enabled, losing a unit will trigger a death link effect on other players in the multiworld. When a death link is received, the player will receive the effect specified in 'Death Link Effect'."""
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display_name = "Death Link"
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class DeathLinkEffect(OptionSet):
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"""What happens when a unit dies.
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**Unit Killed**: A random unit will be killed when a death link is received.
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**Faith**: Faith will be decreased by the amount specified in 'Death Link Effect Percent'.
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**Gold**: Gold will be decreased by the amount specified in 'Death Link Effect Percent'.
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**Era Score**: Era score is decreased by 1.
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"""
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rich_text_doc = True
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display_name = "Death Link Effect"
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valid_keys = ["Unit Killed", "Faith", "Gold", "Era Score"] # type: ignore
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default = frozenset({"Unit Killed"})
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class DeathLinkEffectPercent(Range):
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"""The percentage of the effect that will be applied. Only applicable for Gold and Faith effects."""
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display_name = "Death Link Effect Percent"
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default = 20
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range_start = 1
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range_end = 100
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@dataclass
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class CivVIOptions(PerGameCommonOptions):
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start_inventory_from_pool: StartInventoryPool
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progression_style: ProgressionStyle
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shuffle_goody_hut_rewards: ShuffleGoodyHuts
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boostsanity: BoostSanity
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research_cost_multiplier: ResearchCostMultiplier
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pre_hint_items: PreHintItems
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hide_item_names: HideItemNames
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advisor_show_progression_items: InGameFlagProgressionItems
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death_link: CivDeathLink
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death_link_effect: DeathLinkEffect
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death_link_effect_percent: DeathLinkEffectPercent
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