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https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
LttP/Core: more ripping and tearing (#3160)
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@@ -23,170 +23,7 @@ def parse_arguments(argv, no_defaults=False):
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multiargs, _ = parser.parse_known_args(argv)
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parser = argparse.ArgumentParser(formatter_class=ArgumentDefaultsHelpFormatter)
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parser.add_argument('--logic', default=defval('no_glitches'), const='no_glitches', nargs='?', choices=['no_glitches', 'minor_glitches', 'overworld_glitches', 'hybrid_major_glitches', 'no_logic'],
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help='''\
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Select Enforcement of Item Requirements. (default: %(default)s)
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No Glitches:
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Minor Glitches: May require Fake Flippers, Bunny Revival
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and Dark Room Navigation.
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Overworld Glitches: May require overworld glitches.
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Hybrid Major Glitches: May require both overworld and underworld clipping.
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No Logic: Distribute items without regard for
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item requirements.
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''')
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parser.add_argument('--glitch_triforce', help='Allow glitching to Triforce from Ganon\'s room', action='store_true')
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parser.add_argument('--mode', default=defval('open'), const='open', nargs='?', choices=['standard', 'open', 'inverted'],
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help='''\
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Select game mode. (default: %(default)s)
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Open: World starts with Zelda rescued.
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Standard: Fixes Hyrule Castle Secret Entrance and Front Door
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but may lead to weird rain state issues if you exit
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through the Hyrule Castle side exits before rescuing
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Zelda in a full shuffle.
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Inverted: Starting locations are Dark Sanctuary in West Dark
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World or at Link's House, which is shuffled freely.
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Requires the moon pearl to be Link in the Light World
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instead of a bunny.
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''')
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parser.add_argument('--goal', default=defval('ganon'), const='ganon', nargs='?',
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choices=['ganon', 'pedestal', 'bosses', 'triforce_hunt', 'local_triforce_hunt', 'ganon_triforce_hunt', 'local_ganon_triforce_hunt', 'crystals', 'ganon_pedestal'],
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help='''\
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Select completion goal. (default: %(default)s)
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Ganon: Collect all crystals, beat Agahnim 2 then
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defeat Ganon.
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Crystals: Collect all crystals then defeat Ganon.
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Pedestal: Places the Triforce at the Master Sword Pedestal.
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Ganon Pedestal: Pull the Master Sword Pedestal, then defeat Ganon.
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All Dungeons: Collect all crystals, pendants, beat both
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Agahnim fights and then defeat Ganon.
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Triforce Hunt: Places 30 Triforce Pieces in the world, collect
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20 of them to beat the game.
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Local Triforce Hunt: Places 30 Triforce Pieces in your world, collect
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20 of them to beat the game.
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Ganon Triforce Hunt: Places 30 Triforce Pieces in the world, collect
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20 of them, then defeat Ganon.
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Local Ganon Triforce Hunt: Places 30 Triforce Pieces in your world,
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collect 20 of them, then defeat Ganon.
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''')
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parser.add_argument('--triforce_pieces_available', default=defval(30),
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type=lambda value: min(max(int(value), 1), 90),
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help='''Set Triforce Pieces available in item pool.''')
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parser.add_argument('--triforce_pieces_required', default=defval(20),
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type=lambda value: min(max(int(value), 1), 90),
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help='''Set Triforce Pieces required to win a Triforce Hunt''')
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parser.add_argument('--difficulty', default=defval('normal'), const='normal', nargs='?',
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choices=['easy', 'normal', 'hard', 'expert'],
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help='''\
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Select game difficulty. Affects available itempool. (default: %(default)s)
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Easy: An easier setting with some equipment duplicated and increased health.
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Normal: Normal difficulty.
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Hard: A harder setting with less equipment and reduced health.
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Expert: A harder yet setting with minimum equipment and health.
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''')
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parser.add_argument('--item_functionality', default=defval('normal'), const='normal', nargs='?',
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choices=['easy', 'normal', 'hard', 'expert'],
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help='''\
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Select limits on item functionality to increase difficulty. (default: %(default)s)
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Easy: Easy functionality. (Medallions usable without sword)
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Normal: Normal functionality.
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Hard: Reduced functionality.
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Expert: Greatly reduced functionality.
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''')
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parser.add_argument('--timer', default=defval('none'), const='normal', nargs='?', choices=['none', 'display', 'timed', 'timed_ohko', 'ohko', 'timed_countdown'],
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help='''\
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Select game timer setting. Affects available itempool. (default: %(default)s)
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None: No timer.
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Display: Displays a timer but does not affect
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the itempool.
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Timed: Starts with clock at zero. Green Clocks
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subtract 4 minutes (Total: 20), Blue Clocks
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subtract 2 minutes (Total: 10), Red Clocks add
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2 minutes (Total: 10). Winner is player with
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lowest time at the end.
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Timed OHKO: Starts clock at 10 minutes. Green Clocks add
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5 minutes (Total: 25). As long as clock is at 0,
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Link will die in one hit.
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OHKO: Like Timed OHKO, but no clock items are present
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and the clock is permenantly at zero.
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Timed Countdown: Starts with clock at 40 minutes. Same clocks as
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Timed mode. If time runs out, you lose (but can
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still keep playing).
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''')
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parser.add_argument('--countdown_start_time', default=defval(10), type=int,
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help='''Set amount of time, in minutes, to start with in Timed Countdown and Timed OHKO modes''')
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parser.add_argument('--red_clock_time', default=defval(-2), type=int,
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help='''Set amount of time, in minutes, to add from picking up red clocks; negative removes time instead''')
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parser.add_argument('--blue_clock_time', default=defval(2), type=int,
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help='''Set amount of time, in minutes, to add from picking up blue clocks; negative removes time instead''')
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parser.add_argument('--green_clock_time', default=defval(4), type=int,
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help='''Set amount of time, in minutes, to add from picking up green clocks; negative removes time instead''')
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parser.add_argument('--dungeon_counters', default=defval('default'), const='default', nargs='?', choices=['default', 'on', 'pickup', 'off'],
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help='''\
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Select dungeon counter display settings. (default: %(default)s)
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(Note, since timer takes up the same space on the hud as dungeon
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counters, timer settings override dungeon counter settings.)
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Default: Dungeon counters only show when the compass is
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picked up, or otherwise sent, only when compass
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shuffle is turned on.
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On: Dungeon counters are always displayed.
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Pickup: Dungeon counters are shown when the compass is
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picked up, even when compass shuffle is turned
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off.
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Off: Dungeon counters are never shown.
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''')
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parser.add_argument('--algorithm', default=defval('balanced'), const='balanced', nargs='?',
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choices=['freshness', 'flood', 'vt25', 'vt26', 'balanced'],
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help='''\
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Select item filling algorithm. (default: %(default)s
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balanced: vt26 derivitive that aims to strike a balance between
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the overworld heavy vt25 and the dungeon heavy vt26
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algorithm.
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vt26: Shuffle items and place them in a random location
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that it is not impossible to be in. This includes
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dungeon keys and items.
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vt25: Shuffle items and place them in a random location
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that it is not impossible to be in.
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Flood: Push out items starting from Link\'s House and
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slightly biased to placing progression items with
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less restrictions.
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''')
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parser.add_argument('--shuffle', default=defval('vanilla'), const='vanilla', nargs='?', choices=['vanilla', 'simple', 'restricted', 'full', 'crossed', 'insanity', 'restricted_legacy', 'full_legacy', 'madness_legacy', 'insanity_legacy', 'dungeons_full', 'dungeons_simple', 'dungeons_crossed'],
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help='''\
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Select Entrance Shuffling Algorithm. (default: %(default)s)
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Full: Mix cave and dungeon entrances freely while limiting
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multi-entrance caves to one world.
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Simple: Shuffle Dungeon Entrances/Exits between each other
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and keep all 4-entrance dungeons confined to one
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location. All caves outside of death mountain are
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shuffled in pairs and matched by original type.
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Restricted: Use Dungeons shuffling from Simple but freely
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connect remaining entrances.
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Crossed: Mix cave and dungeon entrances freely while allowing
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caves to cross between worlds.
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Insanity: Decouple entrances and exits from each other and
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shuffle them freely. Caves that used to be single
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entrance will still exit to the same location from
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which they are entered.
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Vanilla: All entrances are in the same locations they were
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in the base game.
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Legacy shuffles preserve behavior from older versions of the
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entrance randomizer including significant technical limitations.
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The dungeon variants only mix up dungeons and keep the rest of
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the overworld vanilla.
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''')
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parser.add_argument('--open_pyramid', default=defval('auto'), help='''\
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Pre-opens the pyramid hole, this removes the Agahnim 2 requirement for it.
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Depending on goal, you might still need to beat Agahnim 2 in order to beat ganon.
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fast ganon goals are crystals, ganon_triforce_hunt, local_ganon_triforce_hunt, pedestalganon
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auto - Only opens pyramid hole if the goal specifies a fast ganon, and entrance shuffle
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is vanilla, dungeons_simple or dungeons_full.
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goal - Opens pyramid hole if the goal specifies a fast ganon.
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yes - Always opens the pyramid hole.
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no - Never opens the pyramid hole.
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''', choices=['auto', 'goal', 'yes', 'no'])
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parser.add_argument('--loglevel', default=defval('info'), const='info', nargs='?', choices=['error', 'info', 'warning', 'debug'], help='Select level of logging for output.')
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parser.add_argument('--seed', help='Define seed number to generate.', type=int)
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parser.add_argument('--count', help='''\
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Use to batch generate multiple seeds with same settings.
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@@ -195,16 +32,6 @@ def parse_arguments(argv, no_defaults=False):
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--seed given will produce the same 10 (different) roms each
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time).
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''', type=int)
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parser.add_argument('--custom', default=defval(False), help='Not supported.')
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parser.add_argument('--customitemarray', default=defval(False), help='Not supported.')
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# included for backwards compatibility
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parser.add_argument('--shuffleganon', help=argparse.SUPPRESS, action='store_true', default=defval(True))
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parser.add_argument('--no-shuffleganon', help='''\
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If set, the Pyramid Hole and Ganon's Tower are not
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included entrance shuffle pool.
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''', action='store_false', dest='shuffleganon')
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parser.add_argument('--sprite', help='''\
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Path to a sprite sheet to use for Link. Needs to be in
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binary format and have a length of 0x7000 (28672) bytes,
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@@ -212,35 +39,12 @@ def parse_arguments(argv, no_defaults=False):
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Alternatively, can be a ALttP Rom patched with a Link
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sprite that will be extracted.
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''')
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parser.add_argument('--shufflebosses', default=defval('none'), choices=['none', 'basic', 'normal', 'chaos',
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"singularity"])
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parser.add_argument('--enemy_health', default=defval('default'),
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choices=['default', 'easy', 'normal', 'hard', 'expert'])
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parser.add_argument('--enemy_damage', default=defval('default'), choices=['default', 'shuffled', 'chaos'])
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parser.add_argument('--beemizer_total_chance', default=defval(0), type=lambda value: min(max(int(value), 0), 100))
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parser.add_argument('--beemizer_trap_chance', default=defval(0), type=lambda value: min(max(int(value), 0), 100))
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parser.add_argument('--shop_shuffle', default='', help='''\
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combine letters for options:
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g: generate default inventories for light and dark world shops, and unique shops
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f: generate default inventories for each shop individually
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i: shuffle the default inventories of the shops around
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p: randomize the prices of the items in shop inventories
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u: shuffle capacity upgrades into the item pool
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w: consider witch's hut like any other shop and shuffle/randomize it too
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''')
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parser.add_argument('--shuffle_prizes', default=defval('g'), choices=['', 'g', 'b', 'gb'])
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parser.add_argument('--sprite_pool', help='''\
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Specifies a colon separated list of sprites used for random/randomonevent. If not specified, the full sprite pool is used.''')
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parser.add_argument('--dark_room_logic', default=('Lamp'), choices=["lamp", "torches", "none"], help='''\
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For unlit dark rooms, require the Lamp to be considered in logic by default.
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Torches means additionally easily accessible Torches that can be lit with Fire Rod are considered doable.
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None means full traversal through dark rooms without tools is considered doable.''')
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parser.add_argument('--multi', default=defval(1), type=lambda value: max(int(value), 1))
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parser.add_argument('--names', default=defval(''))
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parser.add_argument('--outputpath')
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parser.add_argument('--game', default="A Link to the Past")
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parser.add_argument('--game', default="Archipelago")
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parser.add_argument('--race', default=defval(False), action='store_true')
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parser.add_argument('--outputname')
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if multiargs.multi:
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@@ -249,43 +53,21 @@ def parse_arguments(argv, no_defaults=False):
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ret = parser.parse_args(argv)
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# shuffle medallions
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ret.required_medallions = ("random", "random")
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# cannot be set through CLI currently
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ret.plando_items = []
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ret.plando_texts = {}
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ret.plando_connections = []
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if ret.timer == "none":
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ret.timer = False
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if ret.dungeon_counters == 'on':
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ret.dungeon_counters = True
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elif ret.dungeon_counters == 'off':
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ret.dungeon_counters = False
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if multiargs.multi:
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defaults = copy.deepcopy(ret)
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for player in range(1, multiargs.multi + 1):
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playerargs = parse_arguments(shlex.split(getattr(ret, f"p{player}")), True)
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for name in ['logic', 'mode', 'goal', 'difficulty', 'item_functionality',
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'shuffle', 'open_pyramid', 'timer',
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'countdown_start_time', 'red_clock_time', 'blue_clock_time', 'green_clock_time',
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'beemizer_total_chance', 'beemizer_trap_chance',
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'shufflebosses', 'enemy_health', 'enemy_damage',
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'sprite',
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"triforce_pieces_available",
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"triforce_pieces_required", "shop_shuffle",
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"required_medallions",
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"plando_items", "plando_texts", "plando_connections",
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'dungeon_counters',
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'shuffle_prizes', 'sprite_pool', 'dark_room_logic',
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'game']:
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for name in ["plando_items", "plando_texts", "plando_connections", "game", "sprite", "sprite_pool"]:
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value = getattr(defaults, name) if getattr(playerargs, name) is None else getattr(playerargs, name)
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if player == 1:
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setattr(ret, name, {1: value})
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else:
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getattr(ret, name)[player] = value
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return ret
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return ret
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