 e714d2e129
			
		
	
	e714d2e129
	
	
	
		
			
			* Lingo: Add option to prevent shuffling postgame * Allow roof access on door shuffle * Fix broken unit test * Simplified THE END edge case * Revert unnecessary change * Review comments * Fix mastery unit test * Update generated.dat * Added player's name to error message
		
			
				
	
	
		
			277 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			277 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from dataclasses import dataclass
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| 
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| from schema import And, Schema
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| 
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| from Options import Toggle, Choice, DefaultOnToggle, Range, PerGameCommonOptions, StartInventoryPool, OptionDict, \
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|     OptionGroup
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| from .items import TRAP_ITEMS
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| 
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| 
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| class ShuffleDoors(Choice):
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|     """If on, opening doors will require their respective "keys".
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| 
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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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|     """
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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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| 
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| 
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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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| 
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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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|     - **On:** There are six progressive items, which open up the tower from the
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|       bottom floor upward.
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|     """
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|     display_name = "Progressive Orange Tower"
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| 
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| 
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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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| 
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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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|       access to them.
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|     - **On:** There are ten progressive items, which open up the sequence from
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|       White forward.
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|     """
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|     display_name = "Progressive Colorful"
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| 
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| 
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| class LocationChecks(Choice):
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|     """Determines what locations are available.
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| 
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|     - **Normal:** There will be a location check for each panel set that would
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|       ordinarily open a door, as well as for achievement panels and a small
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|       handful of other panels.
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|     - **Reduced:** Many of the locations that are associated with opening doors
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|       are removed.
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|     - **Insanity:** Every individual panel in the game is a location check.
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|     """
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|     display_name = "Location Checks"
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|     option_normal = 0
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|     option_reduced = 1
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|     option_insanity = 2
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| 
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| 
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| class ShuffleColors(DefaultOnToggle):
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|     """If on, an item is added to the pool for every puzzle color (besides White).
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| 
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|     You will need to unlock the requisite colors in order to be able to solve
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|     puzzles of that color.
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|     """
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|     display_name = "Shuffle Colors"
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| 
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| 
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| class ShufflePanels(Choice):
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|     """If on, the puzzles on each panel are randomized.
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| 
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|     On "rearrange", the puzzles are the same as the ones in the base game, but
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|     are placed in different areas.
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|     """
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|     display_name = "Shuffle Panels"
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|     option_none = 0
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|     option_rearrange = 1
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| 
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| 
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| class ShufflePaintings(Toggle):
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|     """If on, the destination, location, and appearance of the painting warps in the game will be randomized."""
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|     display_name = "Shuffle Paintings"
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| 
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| 
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| class EnablePilgrimage(Toggle):
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|     """Determines how the pilgrimage works.
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| 
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|     - **On:** You are required to complete a pilgrimage in order to access the
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|       Pilgrim Antechamber.
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|     - **Off:** The pilgrimage will be deactivated, and the sun painting will be
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|       added to the pool, even if door shuffle is off.
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|     """
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|     display_name = "Enable Pilgrimage"
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| 
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| 
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| class PilgrimageAllowsRoofAccess(DefaultOnToggle):
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|     """If on, you may use the Crossroads roof access during a pilgrimage (and you may be expected to do so).
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| 
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|     Otherwise, pilgrimage will be deactivated when going up the stairs.
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|     """
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|     display_name = "Allow Roof Access for Pilgrimage"
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| 
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| 
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| class PilgrimageAllowsPaintings(DefaultOnToggle):
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|     """If on, you may use paintings during a pilgrimage (and you may be expected to do so).
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| 
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|     Otherwise, pilgrimage will be deactivated when going through a painting.
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|     """
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|     display_name = "Allow Paintings for Pilgrimage"
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| 
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| 
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| class SunwarpAccess(Choice):
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|     """Determines how access to sunwarps works.
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| 
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|     - **Normal:** All sunwarps are enabled from the start.
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|     - **Disabled:** All sunwarps are disabled. Pilgrimage must be disabled when
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|       this is used.
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|     - **Unlock:** Sunwarps start off disabled, and all six activate once you
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|       receive an item.
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|     - **Individual:** Sunwarps start off disabled, and each has a corresponding
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|       item that unlocks it.
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|     - **Progressive:** Sunwarps start off disabled, and they unlock in order
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|       using a progressive item.
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|     """
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|     display_name = "Sunwarp Access"
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|     option_normal = 0
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|     option_disabled = 1
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|     option_unlock = 2
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|     option_individual = 3
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|     option_progressive = 4
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| 
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| 
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| class ShuffleSunwarps(Toggle):
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|     """If on, the pairing and ordering of the sunwarps in the game will be randomized."""
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|     display_name = "Shuffle Sunwarps"
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| 
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| 
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| class VictoryCondition(Choice):
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|     """Change the victory condition.
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| 
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|     - **The End:** the goal is to solve THE END at the top of the tower.
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|     - **The Master:** The goal is to solve THE MASTER at the top of the tower,
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|       after getting the number of achievements specified in the Mastery
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|       Achievements option.
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|     - **Level 2:** The goal is to solve LEVEL 2 in the second room, after
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|       solving the number of panels specified in the Level 2 Requirement option.
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|     - **Pilgrimage:** The goal is to solve PILGRIM in the Pilgrim Antechamber,
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|       typically after performing a Pilgrimage.
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|     """
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|     display_name = "Victory Condition"
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|     option_the_end = 0
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|     option_the_master = 1
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|     option_level_2 = 2
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|     option_pilgrimage = 3
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| 
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| 
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| class MasteryAchievements(Range):
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|     """The number of achievements required to unlock THE MASTER.
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| 
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|     - In the base game, 21 achievements are needed.
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|     - If you include The Scientific and The Unchallenged, which are in the base
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|       game but are not counted for mastery, 23 would be required.
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|     - If you include the custom achievement (The Wanderer), 24 would be
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|       required.
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|     """
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|     display_name = "Mastery Achievements"
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|     range_start = 1
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|     range_end = 24
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|     default = 21
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| 
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| 
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| class Level2Requirement(Range):
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|     """The number of panel solves required to unlock LEVEL 2.
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| 
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|     In the base game, 223 are needed. Note that this count includes ANOTHER TRY.
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|     When set to 1, the panel hunt is disabled, and you can access LEVEL 2 for
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|     free.
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|     """
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|     display_name = "Level 2 Requirement"
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|     range_start = 1
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|     range_end = 800
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|     default = 223
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| 
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| 
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| class EarlyColorHallways(Toggle):
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|     """When on, a painting warp to the color hallways area will appear in the starting room.
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| 
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|     This lets you avoid being trapped in the starting room for long periods of
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|     time when door shuffle is on.
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|     """
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|     display_name = "Early Color Hallways"
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| 
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| 
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| class ShufflePostgame(Toggle):
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|     """When off, locations that could not be reached without also reaching your victory condition are removed."""
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|     display_name = "Shuffle Postgame"
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| 
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| 
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| class TrapPercentage(Range):
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|     """Replaces junk items with traps, at the specified rate."""
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|     display_name = "Trap Percentage"
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|     range_start = 0
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|     range_end = 100
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|     default = 20
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| 
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| 
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| class TrapWeights(OptionDict):
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|     """Specify the distribution of traps that should be placed into the pool.
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| 
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|     If you don't want a specific type of trap, set the weight to zero.
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|     """
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|     display_name = "Trap Weights"
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|     schema = Schema({trap_name: And(int, lambda n: n >= 0) for trap_name in TRAP_ITEMS})
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|     default = {trap_name: 1 for trap_name in TRAP_ITEMS}
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| 
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| 
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| class PuzzleSkipPercentage(Range):
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|     """Replaces junk items with puzzle skips, at the specified rate."""
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|     display_name = "Puzzle Skip Percentage"
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|     range_start = 0
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|     range_end = 100
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|     default = 20
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| 
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| 
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| class DeathLink(Toggle):
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|     """If on: Whenever another player on death link dies, you will be returned to the starting room."""
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|     display_name = "Death Link"
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| 
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| 
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| lingo_option_groups = [
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|     OptionGroup("Pilgrimage", [
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|         EnablePilgrimage,
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|         PilgrimageAllowsRoofAccess,
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|         PilgrimageAllowsPaintings,
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|         SunwarpAccess,
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|         ShuffleSunwarps,
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|     ]),
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|     OptionGroup("Fine-tuning", [
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|         ProgressiveOrangeTower,
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|         ProgressiveColorful,
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|         MasteryAchievements,
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|         Level2Requirement,
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|         TrapPercentage,
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|         TrapWeights,
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|         PuzzleSkipPercentage,
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|     ])
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| ]
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| 
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| 
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| @dataclass
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| class LingoOptions(PerGameCommonOptions):
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|     shuffle_doors: ShuffleDoors
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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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|     shuffle_colors: ShuffleColors
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|     shuffle_panels: ShufflePanels
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|     shuffle_paintings: ShufflePaintings
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|     enable_pilgrimage: EnablePilgrimage
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|     pilgrimage_allows_roof_access: PilgrimageAllowsRoofAccess
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|     pilgrimage_allows_paintings: PilgrimageAllowsPaintings
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|     sunwarp_access: SunwarpAccess
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|     shuffle_sunwarps: ShuffleSunwarps
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|     victory_condition: VictoryCondition
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|     mastery_achievements: MasteryAchievements
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|     level_2_requirement: Level2Requirement
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|     early_color_hallways: EarlyColorHallways
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|     shuffle_postgame: ShufflePostgame
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|     trap_percentage: TrapPercentage
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|     trap_weights: TrapWeights
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|     puzzle_skip_percentage: PuzzleSkipPercentage
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|     death_link: DeathLink
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|     start_inventory_from_pool: StartInventoryPool
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