Files
Grinch-AP/worlds/tunic/options.py
Scipio Wright 6a63de2f0f TUNIC: Fuse and Bell Shuffle (#5420)
* Making the fix better (thanks medic)

* Make it actually return false if it gets to the backup lists and fails them

* Fix stuff after merge

* Add outlet regions, create new regions as needed for them

* Put together part of decoupled and direction pairs

* make direction pairs work

* Make decoupled work

* Make fixed shop work again

* Fix a few minor bugs

* Fix a few minor bugs

* Fix plando

* god i love programming

* Reorder portal list

* Update portal sorter for variable shops

* Add missing parameter

* Some cleanup of prints and functions

* Fix typo

* it's aliiiiiive

* Make seed groups not sync decoupled

* Add test with full-shop plando

* Fix bug with vanilla portals

* Handle plando connections and direction pair errors

* Update plando checking for decoupled

* Fix typo

* Fix exception text to be shorter

* Add some more comments

* Add todo note

* Remove unused safety thing

* Remove extra plando connections definition in options

* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log

* Fix weird edge case that is technically user error

* Add note to fixed shop

* Fix parsing shop names in UT

* Remove debug print

* Actually make UT work

* multiworld. to world.

* Fix typo from merge

* Make it so the shops show up in the entrance hints

* Fix bug in ladder storage rules

* Remove blank line

* # Conflicts:
#	worlds/tunic/__init__.py
#	worlds/tunic/er_data.py
#	worlds/tunic/er_rules.py
#	worlds/tunic/er_scripts.py
#	worlds/tunic/rules.py
#	worlds/tunic/test/test_access.py

* Fix issues after merge

* Update plando connections stuff in docs

* Make early bushes only contain grass

* Fix library mistake

* Backport changes to grass rando (#20)

* Backport changes to grass rando

* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance

* Remove item name group for grass

* Update grass rando option descriptions

- Also ignore grass fill for single player games

* Ignore grass fill option for solo rando

* Update er_rules.py

* Fix pre fill issue

* Remove duplicate option

* Add excluded grass locations back

* Hide grass fill option from simple ui options page

* Check for start with sword before setting grass rules

* Update worlds/tunic/options.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* has_stick -> has_melee

* has_stick -> has_melee

* Add a failsafe for direction pairing

* Fix playthrough crash bug

* Remove init from logicmixin

* Updates per code review (thanks hesto)

* has_stick to has_melee in newer update

* has_stick to has_melee in newer update

* Exclude grass from get_filler_item_name

- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen

* Update worlds/tunic/__init__.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Apply suggestions from code review

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

* change the rest of grass_fill to local_fill

* Filter out grass from filler_items

* remove -> discard

* Update worlds/tunic/__init__.py

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

* Starting out

* Rules for breakable regions

* # Conflicts:
#	worlds/tunic/__init__.py
#	worlds/tunic/combat_logic.py
#	worlds/tunic/er_data.py
#	worlds/tunic/er_rules.py
#	worlds/tunic/er_scripts.py

* Cleanup more stuff after merge

* Revert "Cleanup more stuff after merge"

This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d.

* Revert "# Conflicts:"

This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30.

* Cleanup more stuff after merge

* change has_stick to has_melee

* Update grass list with combat logic regions

* More fixes from combat logic merge

* Fix some dumb stuff (#21)

* Reorganize pre fill for grass

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

* Make it work in not pot shuffle

* Merge grass rando

* multiworld -> world get_location, use has_any

* Swap out region for West Garden Before Terry grass

* Adjust west garden rules to add west combat region

* Adjust grass regions for south checkpoint grass

* Adjust grass regions for after terry grass

* Adjust grass regions for west combat grass

* Adjust grass regions for dagger house grass

* Adjust grass regions for south checkpoint grass, adjust regions and rules for some related locations

* Finish the remainder of the west garden grass, reformat ruined atoll a little

* More hex quest updates

- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data

* Change option comparison

* Change option checking and fix some stuff

- also keep prayer first on low hex counts

* Update option defaulting

* Update option checking

* Fix option assignment again

* Merge in hex hunt

* Merge in changes

* Clean up imports

* Add ability type to UT stuff

* merge it all

* Make local fill work across pot and grass (to be adjusted later)

* Make separate pools for the grass and non-grass fills

* Fix id overlap

* Update option description

* Fix default

* Reorder localfill option desc

* Load the purgatory ones in

* Adjustments after merge

* Fully remove logicrules

* Fix UT support with fixed shop option

* Add breakable shuffle to the ut stuff

* Make it load in a specific number of locations

* Add Silent's spoiler log ability thing

* Fix for groups

* Fix for groups

* Fix typo

* Fix hex quest UT support

* Use .get

* UT fixes, classification fixes

* Rename some locations

* Adjust guard house names

* Adjust guard house names

* Rework create_item

* Fix for plando connections

* Rename, add new breakables

* Rename more stuff

* Time to rename them again

* Fix issue with fixed shop + decoupled

* Put in an exception to catch that error in the future

* Update create_item to match main

* Update spoiler log lines for hex abilities

* Burn the signs down

* Bring over the combat logic fix

* Merge in combat logic fix

* Silly static method thing

* Move a few areas to before well instead of east forest

* Add an all_random hidden option for dev stuff

* Port over changes from main

* Fix west courtyard pot regions

* Remove debug prints

* Fix fortress courtyard and beneath the fortress loc groups again

* Add exception handling to deal with duplicate apworlds

* Fix typo

* More missing loc group conversions

* Initial fuse shuffle stuff

* Fix gun missing from combat_items, add new for combat logic cache, very slight refactor of check_combat_reqs to let it do the changeover in a less complicated fashion, fix area being a boss area rather than non-boss area for a check

* Add fuse shuffle logic

* reorder atoll statue rule

* Update traversal reqs

* Remove fuse shuffle from temple door

* Combine rules and option checking

* Add bell shuffle; fix fuse location groups

* Fix portal rules not requiring prayer

* Merge the grass laurels exit grass PR

* Merge in fortress bridge PR

* Do a little clean up

* Fix a regression

* Update after merge

* Some more stuff

* More Silent changes

* Update more info section in game info page

* Fix rules for atoll and swamp fuses

* Precollect cathedral fuse in ER

* actually just make the fuse useful instead of progression

* Add it to the swamp and cath rules too

* Fix cath fuse name

* Minor fixes and edits

* Some UT stuff

* Fix a couple more groups

* Move a bunch of UT stuff to its own file

* Fix up a couple UT things

* Couple minor ER fixes

* Formatting change

* UT poptracker stuff enabled since it's optional in one of the releases

* Add author string to world class

* Adjust local fill option name

* Update ut_stuff to match the PR

* Add exception handling for UT with old apworld

* Fix missing tracker_world

* Remove extra entrance from cath main -> elevator

Entry <-> Elev exists,
Entry <-> Main exists
So no connection is needed between Main and Elev

* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal

* Fix so that decoupled doesn't incorrectly use get_portal_info and get_paired_portal

* Update for breakables poptracker

* Backup and warnings instead

* Update typing

* Delete old regions and rules, move stuff to logic_helpers and constants

* Delete now much less useful tests

* Fix breakables map tracking

* Add more comments to init

* Add todo to grass.py

* Fix up tests

* Fully remove fixed_shop

* Finish hard deprecating FixedShop

* Fix zig skip showing up in decoupled fixed shop

* Make local_fill show up on the website

* Merge with main

* Fixes after merge

* More fixes after merge

* oh right that's why it was there, circular imports

* Swap {} to ()

* Add fuse and bell shuffle to seed groups since they're logically significant for entrance pairing

---------

Co-authored-by: silent-destroyer <osilentdestroyer@gmail.com>
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-09-30 21:39:41 +02:00

473 lines
18 KiB
Python

from dataclasses import dataclass
from decimal import Decimal, ROUND_HALF_UP
import logging
from typing import Any, TYPE_CHECKING
from Options import (DefaultOnToggle, Toggle, StartInventoryPool, Choice, Range, TextChoice, PlandoConnections,
PerGameCommonOptions, OptionGroup, Removed, Visibility, NamedRange)
from .er_data import portal_mapping
if TYPE_CHECKING:
from . import TunicWorld
class SwordProgression(DefaultOnToggle):
"""
Adds four sword upgrades to the item pool that will progressively grant stronger melee weapons, including two new swords with increased range and attack power.
"""
internal_name = "sword_progression"
display_name = "Sword Progression"
class StartWithSword(Toggle):
"""
Start with a sword in the player's inventory. Does not count towards Sword Progression.
"""
internal_name = "start_with_sword"
display_name = "Start With Sword"
class KeysBehindBosses(Toggle):
"""
Places the three hexagon keys behind their respective boss fight in your world.
If playing Hexagon Quest, it will place three gold hexagons at the boss locations.
"""
internal_name = "keys_behind_bosses"
display_name = "Keys Behind Bosses"
class AbilityShuffling(DefaultOnToggle):
"""
Locks the usage of Prayer, Holy Cross*, and the Icebolt combo until the relevant pages of the manual have been found.
If playing Hexagon Quest, abilities are instead randomly unlocked after obtaining 25%, 50%, and 75% of the required
Hexagon goal amount, unless the option is set to have them unlock via pages instead.
* Certain Holy Cross usages are still allowed, such as the free bomb codes, the seeking spell, and other player-facing codes.
"""
internal_name = "ability_shuffling"
display_name = "Shuffle Abilities"
class Lanternless(Toggle):
"""
Choose whether you require the Lantern for dark areas.
When enabled, the Lantern is marked as Useful instead of Progression.
"""
internal_name = "lanternless"
display_name = "Lanternless"
class Maskless(Toggle):
"""
Choose whether you require the Scavenger's Mask for Lower Quarry.
When enabled, the Scavenger's Mask is marked as Useful instead of Progression.
"""
internal_name = "maskless"
display_name = "Maskless"
class FoolTraps(Choice):
"""
Replaces low-to-medium value money rewards in the item pool with fool traps, which cause random negative effects to the player.
"""
internal_name = "fool_traps"
display_name = "Fool Traps"
option_off = 0
option_normal = 1
option_double = 2
option_onslaught = 3
default = 1
class HexagonQuest(Toggle):
"""
An alternate goal that shuffles Gold "Questagon" items into the item pool and allows the game to be completed after collecting the required number of them.
"""
internal_name = "hexagon_quest"
display_name = "Hexagon Quest"
class HexagonGoal(Range):
"""
How many Gold Questagons are required to complete the game on Hexagon Quest.
"""
internal_name = "hexagon_goal"
display_name = "Gold Hexagons Required"
range_start = 1
range_end = 100
default = 20
class ExtraHexagonPercentage(Range):
"""
How many extra Gold Questagons are shuffled into the item pool, taken as a percentage of the goal amount.
The max number of Gold Questagons that can be in the item pool is 100, so this option may be overridden and/or
reduced if the Hexagon Goal amount is greater than 50.
"""
internal_name = "extra_hexagon_percentage"
display_name = "Percentage of Extra Gold Hexagons"
range_start = 0
range_end = 100
default = 50
class HexagonQuestAbilityUnlockType(Choice):
"""
Determines how abilities are unlocked when playing Hexagon Quest with Shuffled Abilities enabled.
Hexagons: A new ability is randomly unlocked after obtaining 25%, 50%, and 75% of the required Hexagon goal amount. Requires at least 3 Gold Hexagons in the item pool, or 15 if Keys Behind Bosses is enabled.
Pages: Abilities are unlocked by finding specific pages in the manual.
This option does nothing if Shuffled Abilities is not enabled.
"""
internal_name = "hexagon_quest_ability_type"
display_name = "Hexagon Quest Ability Unlocks"
option_hexagons = 0
option_pages = 1
default = 0
class EntranceRando(TextChoice):
"""
Randomize the connections between scenes.
A small, very lost fox on a big adventure.
If you set this option's value to a string, it will be used as a custom seed.
Every player who uses the same custom seed will have the same entrances, choosing the most restrictive settings among these players for the purpose of pairing entrances.
"""
internal_name = "entrance_rando"
display_name = "Entrance Rando"
alias_false = 0
alias_off = 0
option_no = 0
alias_true = 1
alias_on = 1
option_yes = 1
default = 0
class EntranceLayout(Choice):
"""
Decide how the Entrance Randomizer chooses how to pair the entrances.
Standard: Entrances are randomly connected. There are 6 shops in the pool with this option.
Fixed Shop: Forces the Windmill entrance to lead to a shop, and removes the other shops from the pool.
Adds another entrance in Rooted Ziggurat Lower to keep an even number of entrances.
Direction Pairs: Entrances facing opposite directions are paired together. There are 8 shops in the pool with this option.
Note: For seed groups, if one player in a group chooses Fixed Shop and another chooses Direction Pairs, it will error out.
Either of these options will override Standard within a seed group.
"""
internal_name = "entrance_layout"
display_name = "Entrance Layout"
option_standard = 0
option_fixed_shop = 1
option_direction_pairs = 2
default = 0
class Decoupled(Toggle):
"""
Decouple the entrances, so that when you go from one entrance to another, the return trip won't necessarily bring you back to the same place.
Note: For seed groups, all players in the group must have this option enabled or disabled.
"""
internal_name = "decoupled"
display_name = "Decoupled Entrances"
class LaurelsLocation(Choice):
"""
Force the Hero's Laurels to be placed at a location in your world.
For if you want to avoid or specify early or late Laurels.
"""
internal_name = "laurels_location"
display_name = "Laurels Location"
option_anywhere = 0
option_6_coins = 1
option_10_coins = 2
option_10_fairies = 3
default = 0
class ShuffleLadders(Toggle):
"""
Turns several ladders in the game into items that must be found before they can be climbed on.
Adds more layers of progression to the game by blocking access to many areas early on.
"Ladders were a mistake."
—Andrew Shouldice
"""
internal_name = "shuffle_ladders"
display_name = "Shuffle Ladders"
class ShuffleFuses(Toggle):
"""
Praying at a fuse will reward a check instead of turning on the power. The power from each fuse gets turned into an
item that must be found in order to restore power for that part of the path.
"""
internal_name = "shuffle_fuses"
display_name = "Shuffle Fuses"
class ShuffleBells(Toggle):
"""
The East and West bells are shuffled into the item pool and must be found in order to unlock the Sealed Temple.
Ringing the bells will instead now reward a check.
"""
internal_name = "shuffle_bells"
display_name = "Shuffle Bells"
class GrassRandomizer(Toggle):
"""
Turns over 6,000 blades of grass and bushes in the game into checks.
"""
internal_name = "grass_randomizer"
display_name = "Grass Randomizer"
class LocalFill(NamedRange):
"""
Choose the percentage of your filler/trap items that will be kept local or distributed to other TUNIC players with this option enabled.
If you have Grass Randomizer enabled, this defaults to 95%. If you have Breakable Shuffle enabled, this defaults to 40%. If you have both enabled, this defaults to 96%.
If you have Grass Randomizer enabled, this option must be set to 95% or higher to avoid flooding the item pool.
The host can remove this restriction by turning off the limit_grass_rando setting in host.yaml. This setting can only be changed with local generation, it cannot be changed on the website.
This option ignores items placed in your local_items or non_local_items.
This option does nothing in single player games.
"""
internal_name = "local_fill"
display_name = "Local Fill Percent"
range_start = 0
range_end = 98
special_range_names = {
"default": -1
}
default = -1
class TunicPlandoConnections(PlandoConnections):
"""
Generic connection plando. Format is:
- entrance: Entrance Name
exit: Exit Name
direction: Direction
percentage: 100
Direction must be one of entrance, exit, or both, and defaults to both if omitted.
Direction entrance means the entrance leads to the exit. Direction exit means the exit leads to the entrance.
If you do not have Decoupled enabled, you do not need the direction line, as it will only use both.
Percentage is an integer from 0 to 100 which determines whether that connection will be made. Defaults to 100 if omitted.
If the Entrance Layout option is set to Standard or Fixed Shop, you can plando multiple shops.
If the Entrance Layout option is set to Direction Pairs, your plando connections must be facing opposite directions.
Shop Portal 1-6 are South portals, and Shop Portal 7-8 are West portals.
This option does nothing if Entrance Rando is disabled.
"""
shops = {f"Shop Portal {i + 1}" for i in range(500)}
entrances = {portal.name for portal in portal_mapping}.union(shops)
exits = {portal.name for portal in portal_mapping}.union(shops)
duplicate_exits = True
class CombatLogic(Choice):
"""
If enabled, the player will logically require a combination of stat upgrade items and equipment to get some checks or navigate to some areas, with a goal of matching the vanilla combat difficulty.
The player may still be expected to run past enemies, reset aggro (by using a checkpoint or doing a scene transition), or find sneaky paths to checks.
This option marks many more items as progression and may force weapons much earlier than normal.
Bosses Only makes it so that additional combat logic is only added to the boss fights and the Gauntlet.
If disabled, the standard, looser logic is used. The standard logic does not include stat upgrades, just minimal weapon requirements, such as requiring a Sword or Magic Wand for Quarry, or not requiring a weapon for Swamp.
"""
internal_name = "combat_logic"
display_name = "More Combat Logic"
option_off = 0
option_bosses_only = 1
option_on = 2
default = 0
class LaurelsZips(Toggle):
"""
Choose whether to include using the Hero's Laurels to zip through gates, doors, and tricky spots.
Notable inclusions are the Monastery gate, Ruined Passage door, Old House gate, Forest Grave Path gate, and getting from the Back of Swamp to the Middle of Swamp.
"""
internal_name = "laurels_zips"
display_name = "Laurels Zips Logic"
class IceGrappling(Choice):
"""
Choose whether grappling frozen enemies is in logic.
Easy includes ice grappling enemies that are in range without luring them. May include clips through terrain.
Medium includes using ice grapples to push enemies through doors or off ledges without luring them. Also includes bringing an enemy over to the Temple Door to grapple through it.
Hard includes luring or grappling enemies to get to where you want to go.
Enabling any of these difficulty options will give the player the Torch to return to the Overworld checkpoint to avoid softlocks. Using the Torch is considered in logic.
Note: You will still be expected to ice grapple to the slime in East Forest from below with this option off.
"""
internal_name = "ice_grappling"
display_name = "Ice Grapple Logic"
option_off = 0
option_easy = 1
option_medium = 2
option_hard = 3
default = 0
class LadderStorage(Choice):
"""
Choose whether Ladder Storage is in logic.
Easy includes uses of Ladder Storage to get to open doors over a long distance without too much difficulty. May include convenient elevation changes (going up Mountain stairs, stairs in front of Special Shop, etc.).
Medium includes the above as well as changing your elevation using the environment and getting knocked down by melee enemies mid-LS.
Hard includes the above as well as going behind the map to enter closed doors from behind, shooting a fuse with the magic wand to knock yourself down at close range, and getting into the Cathedral Secret Legend room mid-LS.
Enabling any of these difficulty options will give the player the Torch to return to the Overworld checkpoint to avoid softlocks. Using the Torch is considered in logic.
Opening individual chests while doing ladder storage is excluded due to tedium.
Knocking yourself out of LS with a bomb is excluded due to the problematic nature of consumables in logic.
"""
internal_name = "ladder_storage"
display_name = "Ladder Storage Logic"
option_off = 0
option_easy = 1
option_medium = 2
option_hard = 3
default = 0
class LadderStorageWithoutItems(Toggle):
"""
If disabled, you logically require Stick, Sword, Magic Orb, or Shield to perform Ladder Storage.
If enabled, you will be expected to perform Ladder Storage without progression items.
This can be done with the plushie code, a Golden Coin, Prayer, and many other options.
This option has no effect if you do not have Ladder Storage Logic enabled.
"""
internal_name = "ladder_storage_without_items"
display_name = "Ladder Storage without Items"
class BreakableShuffle(Toggle):
"""
Turns approximately 250 breakable objects in the game into checks.
"""
internal_name = "breakable_shuffle"
display_name = "Breakable Shuffle"
class HiddenAllRandom(Toggle):
"""
Sets all options that can be random to random.
For test gens.
"""
internal_name = "all_random"
display_name = "All Random Debug"
visibility = Visibility.none
@dataclass
class TunicOptions(PerGameCommonOptions):
start_inventory_from_pool: StartInventoryPool
sword_progression: SwordProgression
start_with_sword: StartWithSword
keys_behind_bosses: KeysBehindBosses
ability_shuffling: AbilityShuffling
fool_traps: FoolTraps
laurels_location: LaurelsLocation
hexagon_quest: HexagonQuest
hexagon_goal: HexagonGoal
extra_hexagon_percentage: ExtraHexagonPercentage
hexagon_quest_ability_type: HexagonQuestAbilityUnlockType
shuffle_ladders: ShuffleLadders
shuffle_fuses: ShuffleFuses
shuffle_bells: ShuffleBells
grass_randomizer: GrassRandomizer
breakable_shuffle: BreakableShuffle
local_fill: LocalFill
entrance_rando: EntranceRando
entrance_layout: EntranceLayout
decoupled: Decoupled
combat_logic: CombatLogic
lanternless: Lanternless
maskless: Maskless
laurels_zips: LaurelsZips
ice_grappling: IceGrappling
ladder_storage: LadderStorage
ladder_storage_without_items: LadderStorageWithoutItems
plando_connections: TunicPlandoConnections
all_random: HiddenAllRandom
fixed_shop: Removed
logic_rules: Removed
tunic_option_groups = [
OptionGroup("Hexagon Quest Options", [
HexagonQuest,
HexagonGoal,
ExtraHexagonPercentage,
HexagonQuestAbilityUnlockType
]),
OptionGroup("Logic Options", [
CombatLogic,
Lanternless,
Maskless,
LaurelsZips,
IceGrappling,
LadderStorage,
LadderStorageWithoutItems,
]),
OptionGroup("Entrance Randomizer", [
EntranceRando,
EntranceLayout,
Decoupled,
TunicPlandoConnections,
]),
]
tunic_option_presets: dict[str, dict[str, Any]] = {
"Sync": {
"ability_shuffling": True,
},
"Async": {
"progression_balancing": 0,
"ability_shuffling": True,
"shuffle_ladders": True,
"laurels_location": "10_fairies",
},
"Glace Mode": {
"accessibility": "minimal",
"ability_shuffling": True,
"entrance_rando": True,
"fool_traps": "onslaught",
"laurels_zips": True,
"ice_grappling": "hard",
"ladder_storage": "hard",
"ladder_storage_without_items": True,
"maskless": True,
"lanternless": True,
},
}
def check_options(world: "TunicWorld"):
options = world.options
if (options.hexagon_quest and options.ability_shuffling
and options.hexagon_quest_ability_type == HexagonQuestAbilityUnlockType.option_hexagons):
total_hexes = get_hexagons_in_pool(world)
min_hexes = 3
if options.keys_behind_bosses:
min_hexes = 15
if total_hexes < min_hexes:
logging.warning(f"TUNIC: Not enough Gold Hexagons in {world.player_name}'s item pool for Hexagon Ability "
"Shuffle with the selected options. Ability Shuffle mode will be switched to Pages.")
options.hexagon_quest_ability_type.value = HexagonQuestAbilityUnlockType.option_pages
def get_hexagons_in_pool(world: "TunicWorld"):
# Calculate number of hexagons in item pool
options = world.options
return min(int((Decimal(100 + options.extra_hexagon_percentage) / 100 * options.hexagon_goal)
.to_integral_value(rounding=ROUND_HALF_UP)), 100)