mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 12:11:33 -06:00
293 lines
8.8 KiB
Python
293 lines
8.8 KiB
Python
from dataclasses import dataclass
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from schema import And, Optional, Or, Schema
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from Options import (
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Choice, DeathLinkMixin, DefaultOnToggle, ItemsAccessibility, OptionDict, OptionGroup,
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PerGameCommonOptions,
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PlandoConnections, Range, StartInventoryPool, Toggle,
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)
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from . import RANDOMIZED_CONNECTIONS
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from .portals import CHECKPOINTS, PORTALS, SHOP_POINTS
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class MessengerAccessibility(ItemsAccessibility):
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# defaulting to locations accessibility since items makes certain items self-locking
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default = ItemsAccessibility.option_full
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__doc__ = ItemsAccessibility.__doc__
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class PortalPlando(PlandoConnections):
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"""
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Plando connections to be used with portal shuffle.
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Documentation on using this can be found in The Messenger plando guide.
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"""
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display_name = "Portal Plando Connections"
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portals = [f"{portal} Portal" for portal in PORTALS]
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shop_points = [point for points in SHOP_POINTS.values() for point in points]
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checkpoints = [point for points in CHECKPOINTS.values() for point in points]
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entrances = frozenset(PORTALS)
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exits = frozenset(portals + shop_points + checkpoints)
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class TransitionPlando(PlandoConnections):
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"""
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Plando connections to be used with transition shuffle.
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Documentation on using this can be found in The Messenger plando guide.
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"""
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display_name = "Transition Plando Connections"
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entrances = frozenset(RANDOMIZED_CONNECTIONS.keys())
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exits = frozenset(RANDOMIZED_CONNECTIONS.values())
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@classmethod
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def can_connect(cls, entrance: str, exit: str) -> bool:
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if entrance != "Glacial Peak - Left" and entrance.lower() in cls.exits:
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return exit.lower() in cls.entrances
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return exit.lower() not in cls.entrances
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class Logic(Choice):
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"""
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The level of logic to use when determining what locations in your world are accessible.
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**Normal:** Can require damage boosts, but otherwise approachable for someone who has beaten the game.
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**Hard:** Expects more knowledge and tighter execution.
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Has leashing, normal clips and much tighter d-boosting in logic.
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"""
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display_name = "Logic Level"
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option_normal = 0
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option_hard = 1
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alias_oob = 1
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alias_challenging = 1
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class MegaShards(Toggle):
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"""Whether mega shards should be item locations."""
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display_name = "Shuffle Mega Time Shards"
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class LimitedMovement(Toggle):
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"""
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Removes either rope dart or wingsuit from the itempool. Forces logic to at least hard and accessibility to minimal.
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"""
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display_name = "Limited Movement"
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class EarlyMed(Toggle):
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"""Guarantees meditation will be found early"""
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display_name = "Early Meditation"
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class AvailablePortals(Range):
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"""
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Number of portals that are available from the start. Autumn Hills, Howling Grotto, and Glacial Peak are always
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available. If portal outputs are not randomized, Searing Crags will also be available.
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"""
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display_name = "Available Starting Portals"
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range_start = 3
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range_end = 6
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default = 6
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class ShufflePortals(Choice):
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"""
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Whether the portals lead to random places.
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Entering a portal from its vanilla area will always lead to HQ, and will unlock it if relevant.
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Supports plando.
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**None:** Portals will take you where they're supposed to.
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**Shops:** Portals can lead to any area except Music Box and Elemental Skylands, with each portal output guaranteed
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to not overlap with another portal's. Will only put you at a portal or a shop.
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**Checkpoints:** Like Shops except checkpoints without shops are also valid drop points.
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**Anywhere:** Like Checkpoints except it's possible for multiple portals to output to the same map.
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"""
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display_name = "Shuffle Portal Outputs"
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option_none = 0
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alias_off = 0
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option_shops = 1
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option_checkpoints = 2
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option_anywhere = 3
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class ShuffleTransitions(Choice):
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"""
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Whether the transitions between the levels should be randomized.
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Supports plando.
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**None:** Level transitions lead where they should.
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**Coupled:** Returning through a transition will take you from whence you came.
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**Decoupled:** Any level transition can take you to any other level transition.
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"""
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display_name = "Shuffle Level Transitions"
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option_none = 0
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alias_off = 0
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option_coupled = 1
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option_decoupled = 2
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class Goal(Choice):
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"""
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Requirement to finish the game.
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To win with the power seal hunt goal, you must enter the Music Box through the shop chest.
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"""
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display_name = "Goal"
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option_open_music_box = 0
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option_power_seal_hunt = 1
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class MusicBox(DefaultOnToggle):
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"""Whether the music box gauntlet needs to be done."""
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display_name = "Music Box Gauntlet"
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class NotesNeeded(Range):
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"""
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How many notes need to be found in order to access the Music Box.
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6 are always needed to enter, so this places the others in your start inventory.
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"""
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display_name = "Notes Needed"
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range_start = 1
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range_end = 6
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default = range_end
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class AmountSeals(Range):
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"""Number of power seals that exist in the item pool when power seal hunt is the goal."""
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display_name = "Total Power Seals"
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range_start = 1
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range_end = 85
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default = 45
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class RequiredSeals(Range):
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"""Percentage of total seals required to open the shop chest."""
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display_name = "Percent Seals Required"
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range_start = 10
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range_end = 100
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default = range_end
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class Traps(Toggle):
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"""Whether traps should be included in the itempool."""
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display_name = "Include Traps"
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class ShopPrices(Range):
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"""Percentage modifier for shuffled item prices in shops"""
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display_name = "Shop Prices Modifier"
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range_start = 25
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range_end = 400
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default = 100
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def planned_price(location: str) -> dict[Optional, Or]:
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return {
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Optional(location): Or(
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And(int, lambda n: n >= 0),
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{
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Optional(And(int, lambda n: n >= 0)): And(int, lambda n: n >= 0)
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}
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)
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}
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class PlannedShopPrices(OptionDict):
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"""Plan specific prices on shop slots. Supports weighting"""
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display_name = "Shop Price Plando"
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schema = Schema({
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**planned_price("Karuta Plates"),
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**planned_price("Serendipitous Bodies"),
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**planned_price("Path of Resilience"),
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**planned_price("Kusari Jacket"),
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**planned_price("Energy Shuriken"),
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**planned_price("Serendipitous Minds"),
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**planned_price("Prepared Mind"),
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**planned_price("Meditation"),
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**planned_price("Rejuvenative Spirit"),
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**planned_price("Centered Mind"),
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**planned_price("Strike of the Ninja"),
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**planned_price("Second Wind"),
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**planned_price("Currents Master"),
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**planned_price("Aerobatics Warrior"),
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**planned_price("Demon's Bane"),
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**planned_price("Devil's Due"),
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**planned_price("Time Sense"),
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**planned_price("Power Sense"),
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**planned_price("Focused Power Sense"),
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**planned_price("Green Kappa Figurine"),
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**planned_price("Blue Kappa Figurine"),
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**planned_price("Ountarde Figurine"),
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**planned_price("Red Kappa Figurine"),
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**planned_price("Demon King Figurine"),
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**planned_price("Quillshroom Figurine"),
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**planned_price("Jumping Quillshroom Figurine"),
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**planned_price("Scurubu Figurine"),
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**planned_price("Jumping Scurubu Figurine"),
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**planned_price("Wallaxer Figurine"),
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**planned_price("Barmath'azel Figurine"),
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**planned_price("Queen of Quills Figurine"),
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**planned_price("Demon Hive Figurine"),
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})
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@dataclass
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class MessengerOptions(DeathLinkMixin, PerGameCommonOptions):
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accessibility: MessengerAccessibility
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start_inventory: StartInventoryPool
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logic_level: Logic
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shuffle_shards: MegaShards
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limited_movement: LimitedMovement
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early_meditation: EarlyMed
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available_portals: AvailablePortals
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shuffle_portals: ShufflePortals
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shuffle_transitions: ShuffleTransitions
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goal: Goal
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music_box: MusicBox
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notes_needed: NotesNeeded
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total_seals: AmountSeals
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percent_seals_required: RequiredSeals
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traps: Traps
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shop_price: ShopPrices
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shop_price_plan: PlannedShopPrices
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portal_plando: PortalPlando
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plando_connections: TransitionPlando
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option_groups = [
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OptionGroup(
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"Difficulty",
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[
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EarlyMed,
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Logic,
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LimitedMovement,
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],
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),
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OptionGroup(
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"Goal",
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[
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Goal,
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MusicBox,
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NotesNeeded,
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AmountSeals,
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RequiredSeals,
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],
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),
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OptionGroup(
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"Entrances",
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[
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AvailablePortals,
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ShufflePortals,
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ShuffleTransitions,
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PortalPlando,
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TransitionPlando,
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],
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),
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]
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