Files
Grinch-AP/worlds/civ_6/Options.py
Carter Hesterman 5f73c245fc 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>
2025-03-10 14:53:26 +01:00

131 lines
4.4 KiB
Python

from dataclasses import dataclass
from Options import (
Choice,
DefaultOnToggle,
OptionSet,
PerGameCommonOptions,
Range,
StartInventoryPool,
Toggle,
)
from .Enum import CivVIHintClassification
class ProgressionStyle(Choice):
"""
**Districts Only**: Each tech/civic that would normally unlock a district or building now has a logical progression.
Example: TECH_BRONZE_WORKING is now PROGRESSIVE_ENCAMPMENT
**Eras and Districts**: Players will be defeated if they play until the world era advances beyond the currently unlocked maximum era.
Unlocked eras can be seen in both the tech and civic trees. Includes all progressive districts.
**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.
"""
rich_text_doc = True
display_name = "Progression Style"
option_districts_only = 0
option_eras_and_districts = 1
option_none = 2
default = option_districts_only
class ShuffleGoodyHuts(DefaultOnToggle):
"""Shuffles the goody hut rewards.
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.).
"""
display_name = "Shuffle Goody Hut Rewards"
class BoostSanity(Toggle):
"""Boosts for Civics/Techs are location checks. Boosts can now be triggered even if the item has already been
researched.
**Note**: If a boost is dependent upon a unit that is now obsolete, you can click to toggle on/off the relevant tech in
the tech tree."""
rich_text_doc = True
display_name = "Boostsanity"
class ResearchCostMultiplier(Range):
"""Multiplier for research cost of techs and civics, higher values make research more expensive."""
display_name = "Tech/Civic Cost Multiplier"
range_start = 50
range_end = 150
default = 100
class PreHintItems(OptionSet):
"""Controls what items from the tech/civics trees are pre-hinted for the multiworld.
**Progression**: Include Progression items in hints
**Useful**: Include Useful items in hints
**Filler**: Include Filler items in hints
"""
display_name = "Tech/Civic Tree pre-hinted Items"
valid_keys = {classification.value for classification in CivVIHintClassification} # type: ignore
class HideItemNames(Toggle):
"""Each Tech and Civic Location will have a title of 'Unrevealed' until its prereqs have been researched. Note that
hints will still be precollected if that option is enabled."""
display_name = "Hide Item Names"
class InGameFlagProgressionItems(DefaultOnToggle):
"""If enabled, an advisor icon will be added to any location that contains a progression item."""
display_name = "Advisor Indicates Progression Items"
class CivDeathLink(Toggle):
"""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'."""
display_name = "Death Link"
class DeathLinkEffect(OptionSet):
"""What happens when a unit dies.
**Unit Killed**: A random unit will be killed when a death link is received.
**Faith**: Faith will be decreased by the amount specified in 'Death Link Effect Percent'.
**Gold**: Gold will be decreased by the amount specified in 'Death Link Effect Percent'.
**Era Score**: Era score is decreased by 1.
"""
rich_text_doc = True
display_name = "Death Link Effect"
valid_keys = ["Unit Killed", "Faith", "Gold", "Era Score"] # type: ignore
default = frozenset({"Unit Killed"})
class DeathLinkEffectPercent(Range):
"""The percentage of the effect that will be applied. Only applicable for Gold and Faith effects."""
display_name = "Death Link Effect Percent"
default = 20
range_start = 1
range_end = 100
@dataclass
class CivVIOptions(PerGameCommonOptions):
start_inventory_from_pool: StartInventoryPool
progression_style: ProgressionStyle
shuffle_goody_hut_rewards: ShuffleGoodyHuts
boostsanity: BoostSanity
research_cost_multiplier: ResearchCostMultiplier
pre_hint_items: PreHintItems
hide_item_names: HideItemNames
advisor_show_progression_items: InGameFlagProgressionItems
death_link: CivDeathLink
death_link_effect: DeathLinkEffect
death_link_effect_percent: DeathLinkEffectPercent