334 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			334 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from dataclasses import dataclass
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from schema import Schema, And, Optional
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from Options import Toggle, DefaultOnToggle, Range, Choice, PerGameCommonOptions, OptionDict
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from .static_logic import WeightedItemDefinition, ItemCategory, StaticWitnessLogic
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class DisableNonRandomizedPuzzles(Toggle):
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    """
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    Disables puzzles that cannot be randomized.
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    This includes many puzzles that heavily involve the environment, such as Shadows, Monastery or Orchard.
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    The lasers for those areas will activate as you solve optional puzzles, such as Discarded Panels.
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    Additionally, the panel activating the Jungle Popup Wall will be on from the start.
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    """
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    display_name = "Disable non randomized puzzles"
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class EarlyCaves(Choice):
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    """
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    Adds an item that opens the Caves Shortcuts to Swamp and Mountain, allowing early access to the Caves even if you are not playing a remote Door Shuffle mode.
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    You can either add this item to the pool to be found in the multiworld, or you can outright start with it and have immediate access to the Caves.
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    If you choose "Add To Pool" and you are already playing a remote Door Shuffle mode, this option will do nothing.
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    """
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    display_name = "Early Caves"
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    option_off = 0
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    alias_false = 0
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    option_add_to_pool = 1
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    option_starting_inventory = 2
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    alias_true = 2
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    alias_on = 2
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class ShuffleSymbols(DefaultOnToggle):
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    """
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    If on, you will need to unlock puzzle symbols as items to be able to solve the panels that contain those symbols.
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    Please note that there is no minimum set of progression items in this randomizer.
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    If you turn this option off and don't turn on door shuffle or obelisk keys, there will be no progression items, which will disallow you from adding your yaml to a multiworld generation.
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    """
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    display_name = "Shuffle Symbols"
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class ShuffleLasers(Choice):
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    """
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    If on, the 11 lasers are turned into items and will activate on their own upon receiving them.
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    """
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    display_name = "Shuffle Lasers"
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    option_off = 0
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    alias_false = 0
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    option_local = 1
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    option_anywhere = 2
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    alias_true = 2
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    alias_on = 2
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class ShuffleDoors(Choice):
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    """
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    If on, opening doors, moving bridges etc. will require a "key".
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    If set to "panels", the panel on the door will be locked until receiving its corresponding key.
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    If set to "doors", the door will open immediately upon receiving its key. Door panels are added as location checks.
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    "Mixed" includes all doors from "doors", and all control panels (bridges, elevators etc.) from "panels".
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    """
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    display_name = "Shuffle Doors"
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    option_off = 0
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    option_panels = 1
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    option_doors = 2
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    option_mixed = 3
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class DoorGroupings(Choice):
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    """
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    If set to "none", there will be one key for each door, potentially resulting in upwards of 120 keys being added to the item pool.
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    If set to "regional", all doors in the same general region will open at once with a single key, reducing the amount of door items and complexity.
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    """
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    display_name = "Door Groupings"
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    option_off = 0
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    option_regional = 1
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class ShuffleBoat(DefaultOnToggle):
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    """
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    If on, adds a "Boat" item to the item pool. Before receiving this item, you will not be able to use the boat.
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    """
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    display_name = "Shuffle Boat"
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class ShuffleDiscardedPanels(Toggle):
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    """
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    Adds Discarded Panels into the location pool.
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    Even if this is off, solving certain Discarded Panels may still be necessary to beat the game - The main example of this being the alternate activation triggers in "Disable non randomized puzzles".
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    """
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    display_name = "Shuffle Discarded Panels"
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class ShuffleVaultBoxes(Toggle):
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    """
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    Adds Vault Boxes to the location pool.
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    """
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    display_name = "Shuffle Vault Boxes"
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class ShuffleEnvironmentalPuzzles(Choice):
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    """
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    Adds Environmental/Obelisk Puzzles into the location pool.
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    If set to "individual", every Environmental Puzzle sends an item.
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    If set to "Obelisk Sides", completing every puzzle on one side of an Obelisk sends an item.
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    Note: In Obelisk Sides, any EPs excluded through another option will be pre-completed on their Obelisk.
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    """
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    display_name = "Shuffle Environmental Puzzles"
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    option_off = 0
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    option_individual = 1
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    option_obelisk_sides = 2
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class ShuffleDog(Toggle):
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    """
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    Adds petting the Town dog into the location pool.
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    """
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    display_name = "Pet the Dog"
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class EnvironmentalPuzzlesDifficulty(Choice):
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    """
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    When "Shuffle Environmental Puzzles" is on, this setting governs which EPs are eligible for the location pool.
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    If set to "eclipse", every EP in the game is eligible, including the 1-hour-long "Theater Eclipse EP".
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    If set to "tedious", Theater Eclipse EP is excluded from the location pool.
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    If set to "normal", several other difficult or long EPs are excluded as well.
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    """
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    display_name = "Environmental Puzzles Difficulty"
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    option_normal = 0
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    option_tedious = 1
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    option_eclipse = 2
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class ObeliskKeys(DefaultOnToggle):
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    """
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    Add one Obelisk Key item per Obelisk, locking you out of solving any of the associated Environmental Puzzles.
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    Does nothing if "Shuffle Environmental Puzzles" is set to "off".
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    """
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    display_name = "Obelisk Keys"
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class ShufflePostgame(Toggle):
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    """
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    Adds locations into the pool that are guaranteed to become accessible after or at the same time as your goal.
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    Use this if you don't play with release on victory.
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    """
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    display_name = "Shuffle Postgame"
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class VictoryCondition(Choice):
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    """
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    Set the victory condition for this world.
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    Elevator: Start the elevator at the bottom of the mountain (requires Mountain Lasers).
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    Challenge: Beat the secret Challenge (requires Challenge Lasers).
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    Mountain Box Short: Input the short solution to the Mountaintop Box (requires Mountain Lasers).
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    Mountain Box Long: Input the long solution to the Mountaintop Box (requires Challenge Lasers).
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    It is important to note that while the Mountain Box requires Desert Laser to be redirected in Town for that laser
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    to count, the laser locks on the Elevator and Challenge Timer panels do not.
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    """
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    display_name = "Victory Condition"
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    option_elevator = 0
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    option_challenge = 1
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    option_mountain_box_short = 2
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    option_mountain_box_long = 3
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class PuzzleRandomization(Choice):
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    """
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    Puzzles in this randomizer are randomly generated. This option changes the difficulty/types of puzzles.
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    """
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    display_name = "Puzzle Randomization"
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    option_sigma_normal = 0
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    option_sigma_expert = 1
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    option_none = 2
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class MountainLasers(Range):
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    """
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    Sets the number of lasers required to enter the Mountain.
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    If set to a higher number than 7, the mountaintop box will be slightly rotated to make it possible to solve without the hatch being opened.
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    This change will also be applied logically to the long solution ("Challenge Lasers" option).
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    """
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    display_name = "Required Lasers for Mountain Entry"
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    range_start = 1
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    range_end = 11
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    default = 7
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class ChallengeLasers(Range):
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    """
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    Sets the number of lasers required to enter the Caves through the Mountain Bottom Floor Discard and to unlock the Challenge Timer Panel.
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    """
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    display_name = "Required Lasers for Challenge"
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    range_start = 1
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    range_end = 11
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    default = 11
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class ElevatorsComeToYou(Toggle):
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    """
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    If on, the Quarry Elevator, Bunker Elevator and Swamp Long Bridge will "come to you" if you approach them.
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    This does actually affect logic as it allows unintended backwards / early access into these areas.
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    """
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    display_name = "All Bridges & Elevators come to you"
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class TrapPercentage(Range):
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    """
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    Replaces junk items with traps, at the specified rate.
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    """
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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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class TrapWeights(OptionDict):
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    """
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    Specify the weights determining how many copies of each trap item will be in your itempool.
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    If you don't want a specific type of trap, you can set the weight for it to 0 (Do not delete the entry outright!).
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    If you set all trap weights to 0, you will get no traps, bypassing the "Trap Percentage" option.
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    """
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    display_name = "Trap Weights"
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    schema = Schema({
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        trap_name: And(int, lambda n: n >= 0)
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        for trap_name, item_definition in StaticWitnessLogic.all_items.items()
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        if isinstance(item_definition, WeightedItemDefinition) and item_definition.category is ItemCategory.TRAP
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    })
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    default = {
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        trap_name: item_definition.weight
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        for trap_name, item_definition in StaticWitnessLogic.all_items.items()
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        if isinstance(item_definition, WeightedItemDefinition) and item_definition.category is ItemCategory.TRAP
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    }
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class PuzzleSkipAmount(Range):
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    """
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    Adds this many Puzzle Skips into the pool, if there is room. Puzzle Skips let you skip one panel.
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    """
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    display_name = "Puzzle Skips"
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    range_start = 0
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    range_end = 30
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    default = 10
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class HintAmount(Range):
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    """
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    Adds hints to Audio Logs. If set to a low amount, up to 2 additional duplicates of each hint will be added.
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    Remaining Audio Logs will have junk hints.
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    """
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    display_name = "Hints on Audio Logs"
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    range_start = 0
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    range_end = 49
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    default = 12
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class AreaHintPercentage(Range):
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    """
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    There are two types of hints for The Witness.
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    "Location hints" hint one location in your world or one location containing an item for your world.
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    "Area hints" tell you some general info about the items you can find in one of the main geographic areas on the island.
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    Use this option to specify how many of your hints you want to be area hints. The rest will be location hints.
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    """
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    display_name = "Area Hint Percentage"
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    range_start = 0
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    range_end = 100
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    default = 33
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class LaserHints(Toggle):
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    """
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    If on, lasers will tell you where their items are if you walk close to them in-game.
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    Only applies if Laser Shuffle is enabled.
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    """
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    display_name = "Laser Hints"
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class DeathLink(Toggle):
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    """
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    If on, whenever you fail a puzzle (with some exceptions), you and everyone who is also on Death Link dies.
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    The effect of a "death" in The Witness is a Bonk Trap.
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    """
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    display_name = "Death Link"
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class DeathLinkAmnesty(Range):
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    """
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    The number of panel fails to allow before sending a death through Death Link.
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    0 means every panel fail will send a death, 1 means every other panel fail will send a death, etc.
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    """
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    display_name = "Death Link Amnesty"
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    range_start = 0
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    range_end = 5
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    default = 1
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@dataclass
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class TheWitnessOptions(PerGameCommonOptions):
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    puzzle_randomization: PuzzleRandomization
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    shuffle_symbols: ShuffleSymbols
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    shuffle_doors: ShuffleDoors
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    door_groupings: DoorGroupings
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    shuffle_boat: ShuffleBoat
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    shuffle_lasers: ShuffleLasers
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    disable_non_randomized_puzzles: DisableNonRandomizedPuzzles
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    shuffle_discarded_panels: ShuffleDiscardedPanels
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    shuffle_vault_boxes: ShuffleVaultBoxes
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    obelisk_keys: ObeliskKeys
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    shuffle_EPs: ShuffleEnvironmentalPuzzles
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    EP_difficulty: EnvironmentalPuzzlesDifficulty
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    shuffle_postgame: ShufflePostgame
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    victory_condition: VictoryCondition
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    mountain_lasers: MountainLasers
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    challenge_lasers: ChallengeLasers
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    early_caves: EarlyCaves
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    elevators_come_to_you: ElevatorsComeToYou
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    trap_percentage: TrapPercentage
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    trap_weights: TrapWeights
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    puzzle_skip_amount: PuzzleSkipAmount
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    hint_amount: HintAmount
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    area_hint_percentage: AreaHintPercentage
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    laser_hints: LaserHints
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    death_link: DeathLink
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    death_link_amnesty: DeathLinkAmnesty
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