Files
Grinch-AP/worlds/dark_souls_3/Options.py
Natalie Weizenbaum 5efb3fd2b0 DS3: Version 3.0.0 (#3128)
* Update worlds/dark_souls_3/Locations.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Fix Covetous Silver Serpent Ring location

* Update location groups

This should cover pretty much all of the seriously hidden items. It
also splits out miniboss drops, mimic drops, and hostile NPC drops.

* Remove the "Guarded by Keys" group

On reflection, I don't think this is actually that useful. It'll also
get a lot muddier once we can randomize shops and ashes become
pseudo-"keys".

* Restore Knight Slayer's Ring classification

* Support infusions/upgrades in the new DS3 mod system

* Support random starting loadouts

* Make an item's NPC status orthogonal to its category

* Track location groups with flags

* Track Archipelago/Offline mismatches on the server

Also fix a few incorrect item names.

* Add additional locations that are now randomizable

* Don't put soul and multiple items in shops

* Add an option to enable whether NG+ items/locations are included

* Clean up useful item categorization

There are so many weapons in the game now, it doesn't make sense to
treat them all as useful

* Add more variety to filler items

* Iron out a few bugs and incompatibilities

* Fix more silly bugs

* Get tests passing

* Update options to cover new item types

Also recategorize some items.

* Verify the default values of `Option`s.

Since `Option.verify()` can handle normalization of option names, this allows options  to define defaults which rely on that normalization. For example, it allows a world to exclude certain locations by default.

This also makes it easier to catch errors if a world author accidentally sets an invalid default.

* Make a few more improvements and fixes

* Randomize Path of the Dragon

* Mark items that unlock checks as useful

These items all unlock missable checks, but they're still good to ahve in the game for variety's sake.

* Guarantee more NPC quests are completable

* Fix a syntax error

* Fix rule definition

* Support enemy randomization

* Support online Yhorm randomization

* Remove a completed TODO

* Fix tests

* Fix force_unique

* Add an option to smooth out upgrade item progression

* Add helpers for setting location/entrance rules

* Support smoother soul item progression

* Fill extra smoothing items into conditional locations as well as other worlds

* Add health item smoothing

* Handle infusions at item generation time

* Handle item upgrades at genreation time

* Fix Grave Warden's Ashes

* Don't overwrite old rules

* Randomize items based on spheres instead of DS3 locations

* Add a smoothing option for weapon upgrades

* Add rules for crow trades

* Small fixes

* Fix a few more bugs

* Fix more bugs

* Try to prevent Path of the Dragon from going somewhere it doesn't work

* Add the ability to provide enemy presets

* Various fixes and features

* Bug fixes

* Better Coiled Sword placement

* Structure DarkSouls3Location more like DarkSouls3Item

* Add events to make DS3's spheres more even

* Restructure locations to work like items do now

* Add rules for more missable locations

* Don't add two Storm Rulers

* Place Hawk Ring in Farron Keep

* Mark the Grass Crest Shield as useful

* Mark new progression items

* Fix a bug

* Support newer better Path of the Dragon code

* Don't lock the player out of Coiled Sword

* Don't create events for missable locations

* Don't throw strings

* Don't smooth event items

* Properly categorize Butcher Knife

* Be more careful about placing Yhorm in low-randomization scenarios

* Don't try to smooth DLC items with DLC disabled

* Fix another Yhorm bug

* Fix upgrade/infusion logic

* Remove the PoolType option

This distinction is no longer meaningful now that every location in
the game of each type is randomized

* Categorize HWL: Red Eye Orb as an NPC location

* Don't place Storm Ruler on CA: Coiled Sword

* Define flatten() locally to make this APWorld capable

* Fix some more Leonhard weirdness

* Fix unique item randomization

* Don't double Twin Dragon Greatshield

* Remove debugging print

* Don't add double Storm Ruler

Also remove now-redundant item sorting by category in create_items.

* Don't add double Storm Ruler

Also remove now-redundant item sorting by category in create_items.

* Add a missing dlc_enabled check

* Use nicer options syntax

* Bump data_version

* Mention where Yhorm is in which world

* Better handle excluded events

* Add a newline to Yhorm location

* Better way of handling excluded unradomized progression locations

* Fix a squidge of nondeterminism

* Only smooth items from this world

* Don't smooth progression weapons

* Remove a location that doesn't actually exist in-game

* Classify Power Within as useful

* Clarify location names

* Fix location requirements

* Clean up randomization options

* Properly name Coiled Sword location

* Add an option for configuring how missable items are handled

* Fix some bugs from location name updates

* Fix location guide link

* Fix a couple locations that were busted offline

* Update detailed location descriptions

* Fix some bugs when generating for a multiworld

* Inject Large Leather Shield

* Fix a few location issues

* Don't allow progression_skip_balancing for unnecessary locs

* Update some location info

* Don't uniquify the wrong items

* Fix some more location issues

* More location fixes

* Use hyphens instead of parens for location descriptions

* Update and fix more locations

* Fix Soul of Cinder boss name

* Fix some logic issues

* Add item groups and document item/location groups

* Fix the display name for "Impatient Mimics"

* Properly handle Transposing Kiln and Pyromancer's Flame

* Testing

* Some fixes to NPC quests, late basin, and transposing kiln

* Improve a couple location names

* Split out and improve missable NPC item logic

* Don't allow crow trades to have foreign items

* Fix a variable capture bug

* Make sure early items are accessible early even with early Castle

* Mark ID giant slave drops as missable

* Make sure late basin means that early items aren't behind it

* Make is_location_available explicitly private

* Add an _add_item_rule utility that checks availability

* Clear excluded items if excluded_locations == "unnecessary"

* Don't allow upgrades/infusions in crow trades

* Fix the documentation for deprecated options

* Create events for all excluded locations

This allows `can_reach` logic to work even if the locations are
randomized.

* Fix up Patches' and Siegward's logic based on some manual testing

* Factor out more sub-methods for setting location rules

* Oops, left these in

* Fixing name

* Left that in too

* Changing to NamedRange to support special_range_names

* Alphabetizing

* Don't call _is_location_available on foreign locations

* Add missing Leonhard items

* Changing late basin to have a post-small-doll option

* Update basin option, add logic for some of Leonhard Hawkwood and Orbeck

* Simplifying an option, fixing a copy-paste error

* Removing trailing whitespace

* Changing lost items to go into start inventory

* Revert Basin changes

* Oops

* Update Options.py

* Reverting small doll changes

* Farron Keep boss requirement logic

* Add Scroll for late_dlc

* Fixing excluded unnecessary locations

* Adding Priestess Ring as being after UG boss

* Removing missable from Corvian Titanite Slab

* Adding KFF Yhorm boss locks

* Screams about Creighton

* Elite Knight Set isn't permanently missable

* Adding Kiln requirement to KFF

* fixing valid_keys and item groups

* Fixing an option-checker

* Throwing unplaceable Storm Ruler into start inventory

* Update locations

* Refactor item injection

* Update setup doc

* Small fixes

* Fix another location name

* Fix injection calculation

* Inject guaranteed items along with progression items

* Mark boss souls as required for access to regions

This allows us to set quest requirements for boss souls and have them
automatically propagated to regions, means we need less machinery for
Yhorm bosses, and allows us to get rid of a few region-transition
events.

* Make sure Sirris's quest can be completed before Pontiff

* Removing unused list

* Changing dict to list

* Removing unused test

* Update __init__.py

* self.multiworld.random -> self.random (#9)

* Fix some miscellaneous location issues

* Rewrite the DS3 intro page/FAQ

* Removing modifying the itempool after fill (#7)

Co-authored-by: Natalie Weizenbaum <nweiz@google.com>

* Small fixes to the setup guide (#10)

Small fixes, adding an example for connecting

* Expanded Late Basin of Vows and Late DLC (#6)

* Add proper requirements for CD: Black Eye Orb

* Fix Aldrich's name

* Document the differences with the 2.x.x branch

* Don't crash if there are more items than locations in smoothing

* Apply suggestions from code review

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Code review

* Fix _replace_with_filler

* Don't use the shared flatten function in SM

* Track local items separately rather than iterating the multiworld

* Various formatting/docs changes suggested by PyCharm (#12)

* Drop deprecated options

* Rename "offline randomizer" to "static randomizer" which is clearer

* Move `enable_*_locations` under removed options.

* Avoid excluded locations for locally-filled items

* Adding Removed options to error (#14)

* Changes for WebHost options display and the options overhaul

* unpack iterators in item list (#13)

* Allow worlds to add options to prebuilt groups

Previously, this crashed because `typing.NamedTuple` fields such as
`group.name` aren't assignable. Now it will only fail for group names
that are actually incorrectly cased, and will fail with a better error
message.

* Style changes, rename exclude behavior options, remove guaranteed items option

* Spacing/Formatting (#18)

* Various Fixes (#19)

* Universally Track Yhorm (#20)

* Account for excluded and missable

* These are behaviors now

* This is singular, apparently

* Oops

* Fleshing out the priority process

* Missable Titanite Lizards and excluded locations (#22)

* Small style/efficiency changes

* Final passthrough fixes (#24)

* Use rich option formatting

* Make the behavior option values actual behaviors (#25)

* Use !=

* Remove unused flatten utility

* Some changes from review (#28)

* Fixing determinism and making smooth faster (#29)

* Style change

* PyCharm and Mypy fixes (#26)

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Change yhorm default (#30)

* Add indirect condition (#27)

* Update worlds/dark_souls_3/docs/locations_en.md

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Ship all item IDs to the client

This avoids issues where items might get skipped if, for instance,
they're only in the starting inventory.

* Make sure to send AP IDs for infused/upgraded weapons

* Make `RandomEnemyPresetOption` compatible with ArchipelagoMW/Archipelago#3280 (#31)

* Fix cast

* More typing and small fixes (#32)

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-08-09 12:14:26 +02:00

479 lines
16 KiB
Python

from dataclasses import dataclass
import json
from typing import Any, Dict
from Options import Choice, DeathLink, DefaultOnToggle, ExcludeLocations, NamedRange, OptionDict, \
OptionGroup, PerGameCommonOptions, Range, Removed, Toggle
## Game Options
class EarlySmallLothricBanner(Choice):
"""Force Small Lothric Banner into an early sphere in your world or across all worlds."""
display_name = "Early Small Lothric Banner"
option_off = 0
option_early_global = 1
option_early_local = 2
default = option_off
class LateBasinOfVowsOption(Choice):
"""Guarantee that you don't need to enter Lothric Castle until later in the run.
- **Off:** You may have to enter Lothric Castle and the areas beyond it immediately after High
Wall of Lothric.
- **After Small Lothric Banner:** You may have to enter Lothric Castle after Catacombs of
Carthus.
- **After Small Doll:** You won't have to enter Lothric Castle until after Irithyll of the
Boreal Valley.
"""
display_name = "Late Basin of Vows"
option_off = 0
alias_false = 0
option_after_small_lothric_banner = 1
alias_true = 1
option_after_small_doll = 2
class LateDLCOption(Choice):
"""Guarantee that you don't need to enter the DLC until later in the run.
- **Off:** You may have to enter the DLC after Catacombs of Carthus.
- **After Small Doll:** You may have to enter the DLC after Irithyll of the Boreal Valley.
- **After Basin:** You won't have to enter the DLC until after Lothric Castle.
"""
display_name = "Late DLC"
option_off = 0
alias_false = 0
option_after_small_doll = 1
alias_true = 1
option_after_basin = 2
class EnableDLCOption(Toggle):
"""Include DLC locations, items, and enemies in the randomized pools.
To use this option, you must own both the "Ashes of Ariandel" and the "Ringed City" DLCs.
"""
display_name = "Enable DLC"
class EnableNGPOption(Toggle):
"""Include items and locations exclusive to NG+ cycles."""
display_name = "Enable NG+"
## Equipment
class RandomizeStartingLoadout(DefaultOnToggle):
"""Randomizes the equipment characters begin with."""
display_name = "Randomize Starting Loadout"
class RequireOneHandedStartingWeapons(DefaultOnToggle):
"""Require starting equipment to be usable one-handed."""
display_name = "Require One-Handed Starting Weapons"
class AutoEquipOption(Toggle):
"""Automatically equips any received armor or left/right weapons."""
display_name = "Auto-Equip"
class LockEquipOption(Toggle):
"""Lock the equipment slots so you cannot change your armor or your left/right weapons.
Works great with the Auto-equip option.
"""
display_name = "Lock Equipment Slots"
class NoEquipLoadOption(Toggle):
"""Disable the equip load constraint from the game."""
display_name = "No Equip Load"
class NoWeaponRequirementsOption(Toggle):
"""Disable the weapon requirements by removing any movement or damage penalties, permitting you
to use any weapon early.
"""
display_name = "No Weapon Requirements"
class NoSpellRequirementsOption(Toggle):
"""Disable the spell requirements permitting you to use any spell."""
display_name = "No Spell Requirements"
## Weapons
class RandomizeInfusionOption(Toggle):
"""Enable this option to infuse a percentage of the pool of weapons and shields."""
display_name = "Randomize Infusion"
class RandomizeInfusionPercentageOption(NamedRange):
"""The percentage of weapons/shields in the pool to be infused if Randomize Infusion is toggled.
"""
display_name = "Percentage of Infused Weapons"
range_start = 0
range_end = 100
default = 33
# 3/155 weapons are infused in the base game, or about 2%
special_range_names = {"similar to base game": 2}
class RandomizeWeaponLevelOption(Choice):
"""Enable this option to upgrade a percentage of the pool of weapons to a random value between
the minimum and maximum levels defined.
- **All:** All weapons are eligible, both basic and epic
- **Basic:** Only weapons that can be upgraded to +10
- **Epic:** Only weapons that can be upgraded to +5
"""
display_name = "Randomize Weapon Level"
option_none = 0
option_all = 1
option_basic = 2
option_epic = 3
class RandomizeWeaponLevelPercentageOption(Range):
"""The percentage of weapons in the pool to be upgraded if randomize weapons level is toggled."""
display_name = "Percentage of Randomized Weapons"
range_start = 0
range_end = 100
default = 33
class MinLevelsIn5WeaponPoolOption(Range):
"""The minimum upgraded value of a weapon in the pool of weapons that can only reach +5."""
display_name = "Minimum Level of +5 Weapons"
range_start = 0
range_end = 5
default = 1
class MaxLevelsIn5WeaponPoolOption(Range):
"""The maximum upgraded value of a weapon in the pool of weapons that can only reach +5."""
display_name = "Maximum Level of +5 Weapons"
range_start = 0
range_end = 5
default = 5
class MinLevelsIn10WeaponPoolOption(Range):
"""The minimum upgraded value of a weapon in the pool of weapons that can reach +10."""
display_name = "Minimum Level of +10 Weapons"
range_start = 0
range_end = 10
default = 1
class MaxLevelsIn10WeaponPoolOption(Range):
"""The maximum upgraded value of a weapon in the pool of weapons that can reach +10."""
display_name = "Maximum Level of +10 Weapons"
range_start = 0
range_end = 10
default = 10
## Item Smoothing
class SmoothSoulItemsOption(DefaultOnToggle):
"""Distribute soul items in a similar order as the base game.
By default, soul items will be distributed totally randomly. If this is set, less valuable soul
items will generally appear in earlier spheres and more valuable ones will generally appear
later.
"""
display_name = "Smooth Soul Items"
class SmoothUpgradeItemsOption(DefaultOnToggle):
"""Distribute upgrade items in a similar order as the base game.
By default, upgrade items will be distributed totally randomly. If this is set, lower-level
upgrade items will generally appear in earlier spheres and higher-level ones will generally
appear later.
"""
display_name = "Smooth Upgrade Items"
class SmoothUpgradedWeaponsOption(DefaultOnToggle):
"""Distribute upgraded weapons in a similar order as the base game.
By default, upgraded weapons will be distributed totally randomly. If this is set, lower-level
weapons will generally appear in earlier spheres and higher-level ones will generally appear
later.
"""
display_name = "Smooth Upgraded Weapons"
### Enemies
class RandomizeEnemiesOption(DefaultOnToggle):
"""Randomize enemy and boss placements."""
display_name = "Randomize Enemies"
class SimpleEarlyBossesOption(DefaultOnToggle):
"""Avoid replacing Iudex Gundyr and Vordt with late bosses.
This excludes all bosses after Dancer of the Boreal Valley from these two boss fights. Disable
it for a chance at a much harder early game.
This is ignored unless enemies are randomized.
"""
display_name = "Simple Early Bosses"
class ScaleEnemiesOption(DefaultOnToggle):
"""Scale randomized enemy stats to match the areas in which they appear.
Disabling this will tend to make the early game much more difficult and the late game much
easier.
This is ignored unless enemies are randomized.
"""
display_name = "Scale Enemies"
class RandomizeMimicsWithEnemiesOption(Toggle):
"""Mix Mimics into the main enemy pool.
If this is enabled, Mimics will be replaced by normal enemies who drop the Mimic rewards on
death, and Mimics will be placed randomly in place of normal enemies. It's recommended to enable
Impatient Mimics as well if you enable this.
This is ignored unless enemies are randomized.
"""
display_name = "Randomize Mimics With Enemies"
class RandomizeSmallCrystalLizardsWithEnemiesOption(Toggle):
"""Mix small Crystal Lizards into the main enemy pool.
If this is enabled, Crystal Lizards will be replaced by normal enemies who drop the Crystal
Lizard rewards on death, and Crystal Lizards will be placed randomly in place of normal enemies.
This is ignored unless enemies are randomized.
"""
display_name = "Randomize Small Crystal Lizards With Enemies"
class ReduceHarmlessEnemiesOption(Toggle):
"""Reduce the frequency that "harmless" enemies appear.
Enable this to add a bit of extra challenge. This severely limits the number of enemies that are
slow to aggro, slow to attack, and do very little damage that appear in the enemy pool.
This is ignored unless enemies are randomized.
"""
display_name = "Reduce Harmless Enemies"
class AllChestsAreMimicsOption(Toggle):
"""Replace all chests with mimics that drop the same items.
If "Randomize Mimics With Enemies" is set, these chests will instead be replaced with random
enemies that drop the same items.
This is ignored unless enemies are randomized.
"""
display_name = "All Chests Are Mimics"
class ImpatientMimicsOption(Toggle):
"""Mimics attack as soon as you get close instead of waiting for you to open them.
This is ignored unless enemies are randomized.
"""
display_name = "Impatient Mimics"
class RandomEnemyPresetOption(OptionDict):
"""The YAML preset for the static enemy randomizer.
See the static randomizer documentation in `randomizer\\presets\\README.txt` for details.
Include this as nested YAML. For example:
.. code-block:: YAML
random_enemy_preset:
RemoveSource: Ancient Wyvern; Darkeater Midir
DontRandomize: Iudex Gundyr
"""
display_name = "Random Enemy Preset"
supports_weighting = False
default = {}
valid_keys = ["Description", "RecommendFullRandomization", "RecommendNoEnemyProgression",
"OopsAll", "Boss", "Miniboss", "Basic", "BuffBasicEnemiesAsBosses",
"DontRandomize", "RemoveSource", "Enemies"]
@classmethod
def get_option_name(cls, value: Dict[str, Any]) -> str:
return json.dumps(value)
## Item & Location
class DS3ExcludeLocations(ExcludeLocations):
"""Prevent these locations from having an important item."""
default = frozenset({"Hidden", "Small Crystal Lizards", "Upgrade", "Small Souls", "Miscellaneous"})
class ExcludedLocationBehaviorOption(Choice):
"""How to choose items for excluded locations in DS3.
- **Allow Useful:** Excluded locations can't have progression items, but they can have useful
items.
- **Forbid Useful:** Neither progression items nor useful items can be placed in excluded
locations.
- **Do Not Randomize:** Excluded locations always contain the same item as in vanilla Dark Souls
III.
A "progression item" is anything that's required to unlock another location in some game. A
"useful item" is something each game defines individually, usually items that are quite
desirable but not strictly necessary.
"""
display_name = "Excluded Locations Behavior"
option_allow_useful = 1
option_forbid_useful = 2
option_do_not_randomize = 3
default = 2
class MissableLocationBehaviorOption(Choice):
"""Which items can be placed in locations that can be permanently missed.
- **Allow Useful:** Missable locations can't have progression items, but they can have useful
items.
- **Forbid Useful:** Neither progression items nor useful items can be placed in missable
locations.
- **Do Not Randomize:** Missable locations always contain the same item as in vanilla Dark Souls
III.
A "progression item" is anything that's required to unlock another location in some game. A
"useful item" is something each game defines individually, usually items that are quite
desirable but not strictly necessary.
"""
display_name = "Missable Locations Behavior"
option_allow_useful = 1
option_forbid_useful = 2
option_do_not_randomize = 3
default = 2
@dataclass
class DarkSouls3Options(PerGameCommonOptions):
# Game Options
early_banner: EarlySmallLothricBanner
late_basin_of_vows: LateBasinOfVowsOption
late_dlc: LateDLCOption
death_link: DeathLink
enable_dlc: EnableDLCOption
enable_ngp: EnableNGPOption
# Equipment
random_starting_loadout: RandomizeStartingLoadout
require_one_handed_starting_weapons: RequireOneHandedStartingWeapons
auto_equip: AutoEquipOption
lock_equip: LockEquipOption
no_equip_load: NoEquipLoadOption
no_weapon_requirements: NoWeaponRequirementsOption
no_spell_requirements: NoSpellRequirementsOption
# Weapons
randomize_infusion: RandomizeInfusionOption
randomize_infusion_percentage: RandomizeInfusionPercentageOption
randomize_weapon_level: RandomizeWeaponLevelOption
randomize_weapon_level_percentage: RandomizeWeaponLevelPercentageOption
min_levels_in_5: MinLevelsIn5WeaponPoolOption
max_levels_in_5: MaxLevelsIn5WeaponPoolOption
min_levels_in_10: MinLevelsIn10WeaponPoolOption
max_levels_in_10: MaxLevelsIn10WeaponPoolOption
# Item Smoothing
smooth_soul_items: SmoothSoulItemsOption
smooth_upgrade_items: SmoothUpgradeItemsOption
smooth_upgraded_weapons: SmoothUpgradedWeaponsOption
# Enemies
randomize_enemies: RandomizeEnemiesOption
simple_early_bosses: SimpleEarlyBossesOption
scale_enemies: ScaleEnemiesOption
randomize_mimics_with_enemies: RandomizeMimicsWithEnemiesOption
randomize_small_crystal_lizards_with_enemies: RandomizeSmallCrystalLizardsWithEnemiesOption
reduce_harmless_enemies: ReduceHarmlessEnemiesOption
all_chests_are_mimics: AllChestsAreMimicsOption
impatient_mimics: ImpatientMimicsOption
random_enemy_preset: RandomEnemyPresetOption
# Item & Location
exclude_locations: DS3ExcludeLocations
excluded_location_behavior: ExcludedLocationBehaviorOption
missable_location_behavior: MissableLocationBehaviorOption
# Removed
pool_type: Removed
enable_weapon_locations: Removed
enable_shield_locations: Removed
enable_armor_locations: Removed
enable_ring_locations: Removed
enable_spell_locations: Removed
enable_key_locations: Removed
enable_boss_locations: Removed
enable_npc_locations: Removed
enable_misc_locations: Removed
enable_health_upgrade_locations: Removed
enable_progressive_locations: Removed
guaranteed_items: Removed
excluded_locations: Removed
missable_locations: Removed
option_groups = [
OptionGroup("Equipment", [
RandomizeStartingLoadout,
RequireOneHandedStartingWeapons,
AutoEquipOption,
LockEquipOption,
NoEquipLoadOption,
NoWeaponRequirementsOption,
NoSpellRequirementsOption,
]),
OptionGroup("Weapons", [
RandomizeInfusionOption,
RandomizeInfusionPercentageOption,
RandomizeWeaponLevelOption,
RandomizeWeaponLevelPercentageOption,
MinLevelsIn5WeaponPoolOption,
MaxLevelsIn5WeaponPoolOption,
MinLevelsIn10WeaponPoolOption,
MaxLevelsIn10WeaponPoolOption,
]),
OptionGroup("Item Smoothing", [
SmoothSoulItemsOption,
SmoothUpgradeItemsOption,
SmoothUpgradedWeaponsOption,
]),
OptionGroup("Enemies", [
RandomizeEnemiesOption,
SimpleEarlyBossesOption,
ScaleEnemiesOption,
RandomizeMimicsWithEnemiesOption,
RandomizeSmallCrystalLizardsWithEnemiesOption,
ReduceHarmlessEnemiesOption,
AllChestsAreMimicsOption,
ImpatientMimicsOption,
RandomEnemyPresetOption,
]),
OptionGroup("Item & Location Options", [
DS3ExcludeLocations,
ExcludedLocationBehaviorOption,
MissableLocationBehaviorOption,
])
]