* Switched mission item group to a list comprehension to fix missile shuffle errors * Logic for reducing mission and item counts * SC2: Piercing the Shroud/Maw of the Void requirements now DRY * SC2: Logic for All-In, may need further refinement * SC2: Additional mission orders and starting locations * SC2: New Mission Order options for shorter campaigns and smaller item pools * Using location table for hardcoded starter unit * SC2: Options to curate random item pool and control early unit placement * SC2: Proper All-In logic * SC2: Grid, Mini Grid and Blitz mission orders * SC2: Required Tactics and Unit Upgrade options, better connected item handling * SC2: Client compatibility with Grid settings * SC2: Mission rando now uses world random * SC2: Alternate final missions, new logic, fixes * SC2: Handling alternate final missions, identifying final mission on client * SC2: Minor changes to handle edge-case generation failures * SC2: Removed invalid type hints for Python 3.8 * Revert "SC2: Removed invalid type hints for Python 3.8" This reverts commit 7851b9f7a39396c8ee1d85d4e4e46e61e8dc80f6. * SC2: Removed invalid type hints for Python 3.8 * SC2: Removed invalid type hints for Python 3.8 * SC2: Removed invalid type hints for Python 3.8 * SC2: Removed invalid type hints for Python 3.8 * SC2: Changed location loop to enumerate * SC2: Passing category names through slot data * SC2: Cleaned up unnecessary _create_items method * SC2: Removed vestigial extra_locations field from MissionInfo * SC2: Client backwards compatibility * SC2: Fixed item generation issue where item is present in both locked and unlocked inventories * SC2: Removed Missile Turret from defense rating on maps without air * SC2: No logic locations point to same access rule Co-authored-by: michaelasantiago <michael.alec.santiago@gmail.com> Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
		
			
				
	
	
		
			144 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			144 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import Dict
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from BaseClasses import MultiWorld
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from Options import Choice, Option, Toggle, DefaultOnToggle, ItemSet, OptionSet, Range
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class GameDifficulty(Choice):
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    """The difficulty of the campaign, affects enemy AI, starting units, and game speed."""
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    display_name = "Game Difficulty"
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    option_casual = 0
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    option_normal = 1
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    option_hard = 2
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    option_brutal = 3
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class UpgradeBonus(Choice):
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    """Determines what lab upgrade to use, whether it is Ultra-Capacitors which boost attack speed with every weapon upgrade
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    or Vanadium Plating which boosts life with every armor upgrade."""
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    display_name = "Upgrade Bonus"
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    option_ultra_capacitors = 0
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    option_vanadium_plating = 1
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class BunkerUpgrade(Choice):
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    """Determines what bunker lab upgrade to use, whether it is Shrike Turret which outfits bunkers with an automated turret or
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    Fortified Bunker which boosts the life of bunkers."""
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    display_name = "Bunker Upgrade"
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    option_shrike_turret = 0
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    option_fortified_bunker = 1
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class AllInMap(Choice):
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    """Determines what version of All-In (final map) that will be generated for the campaign."""
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    display_name = "All In Map"
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    option_ground = 0
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    option_air = 1
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class MissionOrder(Choice):
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    """Determines the order the missions are played in.  The last three mission orders end in a random mission.
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    Vanilla (29): Keeps the standard mission order and branching from the WoL Campaign.
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    Vanilla Shuffled (29): Keeps same branching paths from the WoL Campaign but randomizes the order of missions within.
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    Mini Campaign (15): Shorter version of the campaign with randomized missions and optional branches.
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    Grid (16):  A 4x4 grid of random missions.  Start at the top-left and forge a path towards All-In.
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    Mini Grid (9):  A 3x3 version of Grid.  Complete the bottom-right mission to win.
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    Blitz (12):  12 random missions that open up very quickly.  Complete the bottom-right mission to win.
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    Gauntlet (7): Linear series of 7 random missions to complete the campaign."""
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    display_name = "Mission Order"
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    option_vanilla = 0
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    option_vanilla_shuffled = 1
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    option_mini_campaign = 2
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    option_grid = 3
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    option_mini_grid = 4
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    option_blitz = 5
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    option_gauntlet = 6
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class ShuffleProtoss(DefaultOnToggle):
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    """Determines if the 3 protoss missions are included in the shuffle if Vanilla mission order is not enabled.
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    If turned off with Vanilla Shuffled, the 3 protoss missions will be in their normal position on the Prophecy chain if not shuffled.
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    If turned off with reduced mission settings, the 3 protoss missions will not appear and Protoss units are removed from the pool."""
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    display_name = "Shuffle Protoss Missions"
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class ShuffleNoBuild(DefaultOnToggle):
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    """Determines if the 5 no-build missions are included in the shuffle if Vanilla mission order is not enabled.
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    If turned off with Vanilla Shuffled, one no-build mission will be placed as the first mission and the rest will be placed at the end of optional routes.
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    If turned off with reduced mission settings, the 5 no-build missions will not appear."""
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    display_name = "Shuffle No-Build Missions"
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class EarlyUnit(DefaultOnToggle):
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    """Guarantees that the first mission will contain a unit."""
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    display_name = "Early Unit"
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class RequiredTactics(Choice):
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    """Determines the maximum tactical difficulty of the seed (separate from mission difficulty).  Higher settings increase randomness.
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    Standard:  All missions can be completed with good micro and macro.
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    Advanced:  Completing missions may require relying on starting units and micro-heavy units.
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    No Logic:  Units and upgrades may be placed anywhere.  LIKELY TO RENDER THE RUN IMPOSSIBLE ON HARDER DIFFICULTIES!"""
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    display_name = "Required Tactics"
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    option_standard = 0
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    option_advanced = 1
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    option_no_logic = 2
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class UnitsAlwaysHaveUpgrades(DefaultOnToggle):
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    """If turned on, both upgrades will be present for each unit and structure in the seed.
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    This usually results in fewer units."""
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    display_name = "Units Always Have Upgrades"
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class LockedItems(ItemSet):
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    """Guarantees that these items will be unlockable"""
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    display_name = "Locked Items"
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class ExcludedItems(ItemSet):
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    """Guarantees that these items will not be unlockable"""
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    display_name = "Excluded Items"
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class ExcludedMissions(OptionSet):
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    """Guarantees that these missions will not appear in the campaign
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    Only applies on shortened mission orders.
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    It may be impossible to build a valid campaign if too many missions are excluded."""
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    display_name = "Excluded Missions"
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# noinspection PyTypeChecker
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sc2wol_options: Dict[str, Option] = {
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    "game_difficulty": GameDifficulty,
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    "upgrade_bonus": UpgradeBonus,
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    "bunker_upgrade": BunkerUpgrade,
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    "all_in_map": AllInMap,
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    "mission_order": MissionOrder,
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    "shuffle_protoss": ShuffleProtoss,
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    "shuffle_no_build": ShuffleNoBuild,
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    "early_unit": EarlyUnit,
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    "required_tactics": RequiredTactics,
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    "units_always_have_upgrades": UnitsAlwaysHaveUpgrades,
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    "locked_items": LockedItems,
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    "excluded_items": ExcludedItems,
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    "excluded_missions": ExcludedMissions
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}
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def get_option_value(world: MultiWorld, player: int, name: str) -> int:
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    option = getattr(world, name, None)
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    if option is None:
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        return 0
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    return int(option[player].value)
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def get_option_set_value(world: MultiWorld, player: int, name: str) -> set:
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    option = getattr(world, name, None)
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    if option is None:
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        return set()
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    return option[player].value
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