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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