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Lingo: Add panels mode door shuffle (#3163)
* Created panels mode door shuffle * Added some panel door item names * Remove RUNT TURN panel door Not really useful. * Fix logic with First SIX related stuff * Add group_doors to slot data * Fix LEVEL 2 behavior with panels mode * Fixed unit tests * Fixed duplicate IDs from merge * Just regenerated new IDs * Fixed duplication of color and door group items * Removed unnecessary unit test option * Fix The Seeker being achievable without entrance door * Fix The Observant being achievable without locked panels * Added some more panel doors * Added Progressive Suits Area * Lingo: Fix Basement access with THE MASTER * Added indirect conditions for MASTER-blocked entrances * Fixed Incomparable achievement access * Fix STAIRS panel logic * Fix merge error with good items * Is this clearer? * DREAD and TURN LEARN * Allow a weird edge case for reduced locations Panels mode door shuffle + grouped doors + color shuffle + pilgrimage enabled is exactly the right number of items for reduced locations. Removing color shuffle also allows for disabling pilgrimage, adding sunwarp locking, or both, with a couple of locations left over. * Prevent small sphere one on panels mode * Added shuffle_doors aliases for old options * Fixed a unit test * Updated datafile * Tweaked requirements for reduced locations * Added player name to OptionError messages * Update generated.dat
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@@ -8,21 +8,31 @@ from .items import TRAP_ITEMS
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class ShuffleDoors(Choice):
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"""If on, opening doors will require their respective "keys".
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"""This option specifies how doors open.
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- **Simple:** Doors are sorted into logical groups, which are all opened by
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receiving an item.
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- **Complex:** The items are much more granular, and will usually only open
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a single door each.
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- **None:** Doors in the game will open the way they do in vanilla.
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- **Panels:** Doors still open as in vanilla, but the panels that open the
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doors will be locked, and an item will be required to unlock the panels.
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- **Doors:** the doors themselves are locked behind items, and will open
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automatically without needing to solve a panel once the key is obtained.
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"""
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display_name = "Shuffle Doors"
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option_none = 0
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option_simple = 1
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option_complex = 2
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option_panels = 1
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option_doors = 2
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alias_simple = 2
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alias_complex = 2
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class GroupDoors(Toggle):
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"""By default, door shuffle in either panels or doors mode will create individual keys for every panel or door to be locked.
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When group doors is on, some panels and doors are sorted into logical groups, which are opened together by receiving an item."""
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display_name = "Group Doors"
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class ProgressiveOrangeTower(DefaultOnToggle):
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"""When "Shuffle Doors" is on, this setting governs the manner in which the Orange Tower floors open up.
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"""When "Shuffle Doors" is on doors mode, this setting governs the manner in which the Orange Tower floors open up.
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- **Off:** There is an item for each floor of the tower, and each floor's
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item is the only one needed to access that floor.
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@@ -33,7 +43,7 @@ class ProgressiveOrangeTower(DefaultOnToggle):
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class ProgressiveColorful(DefaultOnToggle):
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"""When "Shuffle Doors" is on "complex", this setting governs the manner in which The Colorful opens up.
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"""When "Shuffle Doors" is on either panels or doors mode and "Group Doors" is off, this setting governs the manner in which The Colorful opens up.
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- **Off:** There is an item for each room of The Colorful, meaning that
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random rooms in the middle of the sequence can open up without giving you
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@@ -253,6 +263,7 @@ lingo_option_groups = [
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@dataclass
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class LingoOptions(PerGameCommonOptions):
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shuffle_doors: ShuffleDoors
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group_doors: GroupDoors
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progressive_orange_tower: ProgressiveOrangeTower
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progressive_colorful: ProgressiveColorful
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location_checks: LocationChecks
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