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from dataclasses import dataclass
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from schema import Schema , And , Optional
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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"""
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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display_name = " Disable non randomized puzzles "
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class EarlyCaves ( Choice ) :
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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 .
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 .
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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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
option_starting_inventory = 2
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alias_true = 2
alias_on = 2
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class ShuffleSymbols ( DefaultOnToggle ) :
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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 .
Please note that there is no minimum set of progression items in this randomizer .
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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display_name = " Shuffle Symbols "
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class ShuffleLasers ( Choice ) :
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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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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
option_anywhere = 2
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alias_true = 2
alias_on = 2
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class ShuffleDoors ( Choice ) :
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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 .
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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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
option_mixed = 3
class DoorGroupings ( Choice ) :
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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 .
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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display_name = " Door Groupings "
option_off = 0
option_regional = 1
class ShuffleBoat ( DefaultOnToggle ) :
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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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display_name = " Shuffle Boat "
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class ShuffleDiscardedPanels ( Toggle ) :
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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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display_name = " Shuffle Discarded Panels "
class ShuffleVaultBoxes ( Toggle ) :
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"""
Adds Vault Boxes to the location pool .
"""
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display_name = " Shuffle Vault Boxes "
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class ShuffleEnvironmentalPuzzles ( Choice ) :
"""
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Adds Environmental / Obelisk Puzzles into the location pool .
If set to " individual " , every Environmental Puzzle sends an item .
If set to " Obelisk Sides " , completing every puzzle on one side of an Obelisk sends an item .
Note : In Obelisk Sides , any EPs excluded through another option will be pre - completed on their Obelisk .
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"""
display_name = " Shuffle Environmental Puzzles "
option_off = 0
option_individual = 1
option_obelisk_sides = 2
class ShuffleDog ( Toggle ) :
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"""
Adds petting the Town dog into the location pool .
"""
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display_name = " Pet the Dog "
class EnvironmentalPuzzlesDifficulty ( Choice ) :
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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 " .
If set to " tedious " , Theater Eclipse EP is excluded from the location pool .
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 "
option_normal = 0
option_tedious = 1
option_eclipse = 2
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class ObeliskKeys ( DefaultOnToggle ) :
"""
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 " .
"""
display_name = " Obelisk Keys "
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class ShufflePostgame ( Toggle ) :
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"""
Adds locations into the pool that are guaranteed to become accessible after or at the same time as your goal .
Use this if you don ' t play with release on victory.
"""
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display_name = " Shuffle Postgame "
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class VictoryCondition ( Choice ) :
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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 ) .
Challenge : Beat the secret Challenge ( requires Challenge Lasers ) .
Mountain Box Short : Input the short solution to the Mountaintop Box ( requires Mountain Lasers ) .
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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display_name = " Victory Condition "
option_elevator = 0
option_challenge = 1
option_mountain_box_short = 2
option_mountain_box_long = 3
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class PuzzleRandomization ( Choice ) :
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"""
Puzzles in this randomizer are randomly generated . This option changes the difficulty / types of puzzles .
"""
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display_name = " Puzzle Randomization "
option_sigma_normal = 0
option_sigma_expert = 1
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option_none = 2
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class MountainLasers ( Range ) :
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"""
Sets the number of lasers required to enter the Mountain .
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 .
This change will also be applied logically to the long solution ( " Challenge Lasers " option ) .
"""
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display_name = " Required Lasers for Mountain Entry "
range_start = 1
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range_end = 11
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default = 7
class ChallengeLasers ( Range ) :
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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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display_name = " Required Lasers for Challenge "
range_start = 1
range_end = 11
default = 11
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class ElevatorsComeToYou ( Toggle ) :
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"""
If on , the Quarry Elevator , Bunker Elevator and Swamp Long Bridge will " come to you " if you approach them .
This does actually affect logic as it allows unintended backwards / early access into these areas .
"""
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display_name = " All Bridges & Elevators come to you "
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class TrapPercentage ( Range ) :
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"""
Replaces junk items with traps , at the specified rate .
"""
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display_name = " Trap Percentage "
range_start = 0
range_end = 100
default = 20
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class TrapWeights ( OptionDict ) :
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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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display_name = " Trap Weights "
schema = Schema ( {
trap_name : And ( int , lambda n : n > = 0 )
for trap_name , item_definition in StaticWitnessLogic . all_items . items ( )
if isinstance ( item_definition , WeightedItemDefinition ) and item_definition . category is ItemCategory . TRAP
} )
default = {
trap_name : item_definition . weight
for trap_name , item_definition in StaticWitnessLogic . all_items . items ( )
if isinstance ( item_definition , WeightedItemDefinition ) and item_definition . category is ItemCategory . TRAP
}
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class PuzzleSkipAmount ( Range ) :
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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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display_name = " Puzzle Skips "
range_start = 0
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range_end = 30
default = 10
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class HintAmount ( Range ) :
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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 .
Remaining Audio Logs will have junk hints .
"""
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display_name = " Hints on Audio Logs "
range_start = 0
range_end = 49
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default = 12
class AreaHintPercentage ( Range ) :
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"""
There are two types of hints for The Witness .
" Location hints " hint one location in your world or one location containing an item for your world .
" Area hints " tell you some general info about the items you can find in one of the main geographic areas on the island .
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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display_name = " Area Hint Percentage "
range_start = 0
range_end = 100
default = 33
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class LaserHints ( Toggle ) :
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"""
If on , lasers will tell you where their items are if you walk close to them in - game .
Only applies if Laser Shuffle is enabled .
"""
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display_name = " Laser Hints "
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class DeathLink ( Toggle ) :
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"""
If on , whenever you fail a puzzle ( with some exceptions ) , you and everyone who is also on Death Link dies .
The effect of a " death " in The Witness is a Bonk Trap .
"""
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display_name = " Death Link "
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class DeathLinkAmnesty ( Range ) :
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"""
The number of panel fails to allow before sending a death through Death Link .
0 means every panel fail will send a death , 1 means every other panel fail will send a death , etc .
"""
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display_name = " Death Link Amnesty "
range_start = 0
range_end = 5
default = 1
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@dataclass
class TheWitnessOptions ( PerGameCommonOptions ) :
puzzle_randomization : PuzzleRandomization
shuffle_symbols : ShuffleSymbols
shuffle_doors : ShuffleDoors
door_groupings : DoorGroupings
shuffle_boat : ShuffleBoat
shuffle_lasers : ShuffleLasers
disable_non_randomized_puzzles : DisableNonRandomizedPuzzles
shuffle_discarded_panels : ShuffleDiscardedPanels
shuffle_vault_boxes : ShuffleVaultBoxes
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obelisk_keys : ObeliskKeys
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shuffle_EPs : ShuffleEnvironmentalPuzzles
EP_difficulty : EnvironmentalPuzzlesDifficulty
shuffle_postgame : ShufflePostgame
victory_condition : VictoryCondition
mountain_lasers : MountainLasers
challenge_lasers : ChallengeLasers
early_caves : EarlyCaves
elevators_come_to_you : ElevatorsComeToYou
trap_percentage : TrapPercentage
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trap_weights : TrapWeights
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puzzle_skip_amount : PuzzleSkipAmount
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