Archipelago/worlds/yachtdice/Options.py

333 lines
10 KiB
Python
Raw Normal View History

YachtDice: implement new game (#3482) * Add the yacht dice (from other git) world to the yacht dice fork * Update .gitignore * Removed zillion because it doesn't work * Update .gitignore * added zillion again... * Now you can have 0 extra fragments * Added alt categories, also options * Added item categories * Extra categories are now working! :dog: * changed options and added exceptions * Testing if I change the generate.py * Revert "Testing if I change the generate.py" This reverts commit 7c2b3df6170dcf8d8f36a1de9fcbc9dccdec81f8. * ignore gitignore * Delete .gitignore * Update .gitignore * Update .gitignore * Update logic, added multiplicative categories * Changed difficulties * Update offline mode so that it works again * Adjusted difficulty * New version of the apworld, with 1000 as final score, always Will still need to check difficulty and weights of adding items. Website is not ready yet, so this version is not usable yet :) * Changed yaml and small bug fixes Fix when goal and max are same Options: changed chance to weight * no changes, just whitespaces * changed how logic works Now you put an array of mults and the cpu gets a couple of tries * Changed logic, tweaked a bit too * Preparation for 2.0 * logic tweak * Logic for alt categories properly now * Update setup_en.md * Update en_YachtDice.md * Improve performance of add_distributions * Formatting style * restore gitignore to APMW * Tweaked generation parameters and methods * Version 2.0.3 manual input option max score in logic always 2.0.3 faster gen * Comments and editing * Renamed setup guide * Improved create_items code * init of locations: remove self.event line * Moved setting early items to generate_early * Add my name to CODEOWNERS * Added Yacht Dice to the readme in list of games * Improve performance of Yacht Dice * newline * Improve typing * This is actually just slower lol * Update worlds/yachtdice/Items.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update Options.py * Styling * finished text whichstory option * removed roll and rollfragments; not used * import; worlds not world :) * Option groups! * ruff styling, fix * ruff format styling! * styling and capitalization of options * small comment * Cleaned up the "state_is_a_list" a little bit * RUFF :dog: * Changed filling the itempool for efficiency Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?). And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points. * :dog: * Removed plando "fix" * Changed indent of score multiplier * faster location function * Comments to docstrings * fixed making location closest to goal_score be goal_score * options format * iterate keys and values of a dict together * small optimization ListState * faster collection of categories * return arguments instead of making a list (will :dog: later) * Instead of turning it into a tuple, you can just make a tuple literal * remove .keys() * change .random and used enumerate * some readability improvements * Remove location "0", we don't use that one * Remove lookup_id_to_name entirely I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id. * .append instead of += for single items, percentile function changed Also an extra comment for location ids. * remove ) too many * Removed sorted from category list * Hash categories (which makes it slower :( ) Maybe I messed up or misunderstood... I'll revert this right away since it is 2x slower, probably because of sorted instead of sort? * Revert "Hash categories (which makes it slower :( )" This reverts commit 34f2c1aed8c8813b2d9c58896650b82a810d3578. * temporary push: 40% faster generation test Small changes in logic make the generation 40% faster. I'll have to think about how big the changes are. I suspect they are rather limited. If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here. * Add Points item category * Reverse changes of bad idea :) * ruff :dog: * Use numpy and pmf function to speed up gen Numpy has a built-in way to sum probability mass functions (pmf). This shaves of 60% of the generation time :D * Revert "Use numpy and pmf function to speed up gen" This reverts commit 9290191cb323ae92321d6c2cfcfe8c27370f439b. * Step inbetween to change the weights * Changed the weights to make it faster 135 -> 81 seconds on 100 random yamls * Adjusted max_dist, split dice_simulation function * Removed nonlocal and pass arguments instead * Change "weight-lists" to Dict[str, float] * Removed the return from ini_locations. Also added explanations to cat_weights * Choice options; dont'use .value (will ruff later) * Only put important options in slotdata * :dog: * Add Dict import * Split the cache per player, limit size to 400. * :dog: * added , because of style * Update apworld version to 2.0.6 2.0.5 is the apworld I released on github to be tested I never separately released 2.0.4. * Multiple smaller code improvements - changed names in YachtWeights so we don't need to translate them in Rules anymore - we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore - * :dog: ruff * Mostly minimize_extra_items improvements - Change logic, generation is now even faster (0.6s per default yaml). - Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now: - you start with 2 dice and 2 rolls - there will be less locations/items at the start of you game * ruff :dog: * Removed printing options * Reworded some option descriptions --------- Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-21 17:59:21 +00:00
from dataclasses import dataclass
from Options import Choice, OptionGroup, PerGameCommonOptions, Range
class GameDifficulty(Choice):
"""
Difficulty. This option determines how difficult the scores are to achieve.
Easy: for beginners. No luck required, just roll the dice and have fun. Lower final goal.
Medium: intended difficulty. If you play smart, you will finish the game without any trouble.
Hard: you will need to play smart and be lucky.
Extreme: really hard mode, which requires many brain wrinkles and insane luck. NOT RECOMMENDED FOR MULTIWORLDS.
"""
display_name = "Game difficulty"
option_easy = 1
option_medium = 2
option_hard = 3
option_extreme = 4
default = 2
class ScoreForLastCheck(Range):
"""
The items in the item pool will always allow you to reach a score of 1000.
By default, the last check is also at a score of 1000.
However, you can set the score for the last check to be lower. This will make the game shorter and easier.
"""
display_name = "Score for last check"
range_start = 500
range_end = 1000
default = 1000
class ScoreForGoal(Range):
"""
This option determines what score you need to reach to finish the game.
It cannot be higher than the score for the last check (if it is, this option is changed automatically).
"""
display_name = "Score for goal"
range_start = 500
range_end = 1000
default = 777
class MinimalNumberOfDiceAndRolls(Choice):
"""
The minimal number of dice and rolls in the pool.
These are guaranteed, unlike the later items.
You can never get more than 8 dice and 5 rolls.
You start with one dice and one roll.
"""
display_name = "Minimal number of dice and rolls in pool"
option_5_dice_and_3_rolls = 2
option_5_dice_and_5_rolls = 3
option_6_dice_and_4_rolls = 4
option_7_dice_and_3_rolls = 5
option_8_dice_and_2_rolls = 6
default = 2
class NumberDiceFragmentsPerDice(Range):
"""
Dice can be split into fragments, gathering enough will give you an extra dice.
You start with one dice, and there will always be one full dice in the pool.
The other dice are split into fragments, according to this option.
Setting this to 1 fragment per dice just puts "Dice" objects in the pool.
"""
display_name = "Number of dice fragments per dice"
range_start = 1
range_end = 5
default = 4
class NumberRollFragmentsPerRoll(Range):
"""
Rolls can be split into fragments, gathering enough will give you an extra roll.
You start with one roll, and there will always be one full roll in the pool.
Yacht Dice: Textual fixes and changes (Docs / yaml description) (#3967) * Add the yacht dice (from other git) world to the yacht dice fork * Update .gitignore * Removed zillion because it doesn't work * Update .gitignore * added zillion again... * Now you can have 0 extra fragments * Added alt categories, also options * Added item categories * Extra categories are now working! :dog: * changed options and added exceptions * Testing if I change the generate.py * Revert "Testing if I change the generate.py" This reverts commit 7c2b3df6170dcf8d8f36a1de9fcbc9dccdec81f8. * ignore gitignore * Delete .gitignore * Update .gitignore * Update .gitignore * Update logic, added multiplicative categories * Changed difficulties * Update offline mode so that it works again * Adjusted difficulty * New version of the apworld, with 1000 as final score, always Will still need to check difficulty and weights of adding items. Website is not ready yet, so this version is not usable yet :) * Changed yaml and small bug fixes Fix when goal and max are same Options: changed chance to weight * no changes, just whitespaces * changed how logic works Now you put an array of mults and the cpu gets a couple of tries * Changed logic, tweaked a bit too * Preparation for 2.0 * logic tweak * Logic for alt categories properly now * Update setup_en.md * Update en_YachtDice.md * Improve performance of add_distributions * Formatting style * restore gitignore to APMW * Tweaked generation parameters and methods * Version 2.0.3 manual input option max score in logic always 2.0.3 faster gen * Comments and editing * Renamed setup guide * Improved create_items code * init of locations: remove self.event line * Moved setting early items to generate_early * Add my name to CODEOWNERS * Added Yacht Dice to the readme in list of games * Improve performance of Yacht Dice * newline * Improve typing * This is actually just slower lol * Update worlds/yachtdice/Items.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update Options.py * Styling * finished text whichstory option * removed roll and rollfragments; not used * import; worlds not world :) * Option groups! * ruff styling, fix * ruff format styling! * styling and capitalization of options * small comment * Cleaned up the "state_is_a_list" a little bit * RUFF :dog: * Changed filling the itempool for efficiency Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?). And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points. * :dog: * Removed plando "fix" * Changed indent of score multiplier * faster location function * Comments to docstrings * fixed making location closest to goal_score be goal_score * options format * iterate keys and values of a dict together * small optimization ListState * faster collection of categories * return arguments instead of making a list (will :dog: later) * Instead of turning it into a tuple, you can just make a tuple literal * remove .keys() * change .random and used enumerate * some readability improvements * Remove location "0", we don't use that one * Remove lookup_id_to_name entirely I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id. * .append instead of += for single items, percentile function changed Also an extra comment for location ids. * remove ) too many * Removed sorted from category list * Hash categories (which makes it slower :( ) Maybe I messed up or misunderstood... I'll revert this right away since it is 2x slower, probably because of sorted instead of sort? * Revert "Hash categories (which makes it slower :( )" This reverts commit 34f2c1aed8c8813b2d9c58896650b82a810d3578. * temporary push: 40% faster generation test Small changes in logic make the generation 40% faster. I'll have to think about how big the changes are. I suspect they are rather limited. If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here. * Add Points item category * Reverse changes of bad idea :) * ruff :dog: * Use numpy and pmf function to speed up gen Numpy has a built-in way to sum probability mass functions (pmf). This shaves of 60% of the generation time :D * Revert "Use numpy and pmf function to speed up gen" This reverts commit 9290191cb323ae92321d6c2cfcfe8c27370f439b. * Step inbetween to change the weights * Changed the weights to make it faster 135 -> 81 seconds on 100 random yamls * Adjusted max_dist, split dice_simulation function * Removed nonlocal and pass arguments instead * Change "weight-lists" to Dict[str, float] * Removed the return from ini_locations. Also added explanations to cat_weights * Choice options; dont'use .value (will ruff later) * Only put important options in slotdata * :dog: * Add Dict import * Split the cache per player, limit size to 400. * :dog: * added , because of style * Update apworld version to 2.0.6 2.0.5 is the apworld I released on github to be tested I never separately released 2.0.4. * Multiple smaller code improvements - changed names in YachtWeights so we don't need to translate them in Rules anymore - we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore - * :dog: ruff * Mostly minimize_extra_items improvements - Change logic, generation is now even faster (0.6s per default yaml). - Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now: - you start with 2 dice and 2 rolls - there will be less locations/items at the start of you game * ruff :dog: * Removed printing options * Reworded some option descriptions * Yacht Dice: setup: change release-link to latest On the installation page, link to the latest release, instead of the page with all releases * Several fixes and changes -change apworld version -Removed the extra roll (this was not intended) -change extra_points_added to a mutable list to that it actually does something -removed variables multipliers_added and items_added -Rules, don't order by quantity, just by mean_score -Changed the weights in general to make it faster * :dog: * Revert setup to what it was (latest, without S) * remove temp weights file, shouldn't be here * Made sure that there is not too many step score multipliers. Too many step score multipliers lead to gen fails too, probably because you need many categories for them to actually help a lot. So it's hard to use them at the start of the game. * add filler item name * Textual fixes and changes * Remove Victory item and use event instead. * Revert "Remove Victory item and use event instead." This reverts commit c2f7d674d392a3acbc1db8614411164ba3b28bff. * Changed order of options Also changed 'both options' to 'the website' * Rephrase the offline-play part --------- Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-10-28 01:37:21 +00:00
The other rolls are split into fragments, according to this option.
YachtDice: implement new game (#3482) * Add the yacht dice (from other git) world to the yacht dice fork * Update .gitignore * Removed zillion because it doesn't work * Update .gitignore * added zillion again... * Now you can have 0 extra fragments * Added alt categories, also options * Added item categories * Extra categories are now working! :dog: * changed options and added exceptions * Testing if I change the generate.py * Revert "Testing if I change the generate.py" This reverts commit 7c2b3df6170dcf8d8f36a1de9fcbc9dccdec81f8. * ignore gitignore * Delete .gitignore * Update .gitignore * Update .gitignore * Update logic, added multiplicative categories * Changed difficulties * Update offline mode so that it works again * Adjusted difficulty * New version of the apworld, with 1000 as final score, always Will still need to check difficulty and weights of adding items. Website is not ready yet, so this version is not usable yet :) * Changed yaml and small bug fixes Fix when goal and max are same Options: changed chance to weight * no changes, just whitespaces * changed how logic works Now you put an array of mults and the cpu gets a couple of tries * Changed logic, tweaked a bit too * Preparation for 2.0 * logic tweak * Logic for alt categories properly now * Update setup_en.md * Update en_YachtDice.md * Improve performance of add_distributions * Formatting style * restore gitignore to APMW * Tweaked generation parameters and methods * Version 2.0.3 manual input option max score in logic always 2.0.3 faster gen * Comments and editing * Renamed setup guide * Improved create_items code * init of locations: remove self.event line * Moved setting early items to generate_early * Add my name to CODEOWNERS * Added Yacht Dice to the readme in list of games * Improve performance of Yacht Dice * newline * Improve typing * This is actually just slower lol * Update worlds/yachtdice/Items.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update Options.py * Styling * finished text whichstory option * removed roll and rollfragments; not used * import; worlds not world :) * Option groups! * ruff styling, fix * ruff format styling! * styling and capitalization of options * small comment * Cleaned up the "state_is_a_list" a little bit * RUFF :dog: * Changed filling the itempool for efficiency Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?). And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points. * :dog: * Removed plando "fix" * Changed indent of score multiplier * faster location function * Comments to docstrings * fixed making location closest to goal_score be goal_score * options format * iterate keys and values of a dict together * small optimization ListState * faster collection of categories * return arguments instead of making a list (will :dog: later) * Instead of turning it into a tuple, you can just make a tuple literal * remove .keys() * change .random and used enumerate * some readability improvements * Remove location "0", we don't use that one * Remove lookup_id_to_name entirely I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id. * .append instead of += for single items, percentile function changed Also an extra comment for location ids. * remove ) too many * Removed sorted from category list * Hash categories (which makes it slower :( ) Maybe I messed up or misunderstood... I'll revert this right away since it is 2x slower, probably because of sorted instead of sort? * Revert "Hash categories (which makes it slower :( )" This reverts commit 34f2c1aed8c8813b2d9c58896650b82a810d3578. * temporary push: 40% faster generation test Small changes in logic make the generation 40% faster. I'll have to think about how big the changes are. I suspect they are rather limited. If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here. * Add Points item category * Reverse changes of bad idea :) * ruff :dog: * Use numpy and pmf function to speed up gen Numpy has a built-in way to sum probability mass functions (pmf). This shaves of 60% of the generation time :D * Revert "Use numpy and pmf function to speed up gen" This reverts commit 9290191cb323ae92321d6c2cfcfe8c27370f439b. * Step inbetween to change the weights * Changed the weights to make it faster 135 -> 81 seconds on 100 random yamls * Adjusted max_dist, split dice_simulation function * Removed nonlocal and pass arguments instead * Change "weight-lists" to Dict[str, float] * Removed the return from ini_locations. Also added explanations to cat_weights * Choice options; dont'use .value (will ruff later) * Only put important options in slotdata * :dog: * Add Dict import * Split the cache per player, limit size to 400. * :dog: * added , because of style * Update apworld version to 2.0.6 2.0.5 is the apworld I released on github to be tested I never separately released 2.0.4. * Multiple smaller code improvements - changed names in YachtWeights so we don't need to translate them in Rules anymore - we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore - * :dog: ruff * Mostly minimize_extra_items improvements - Change logic, generation is now even faster (0.6s per default yaml). - Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now: - you start with 2 dice and 2 rolls - there will be less locations/items at the start of you game * ruff :dog: * Removed printing options * Reworded some option descriptions --------- Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-21 17:59:21 +00:00
Setting this to 1 fragment per roll just puts "Roll" objects in the pool.
"""
display_name = "Number of roll fragments per roll"
range_start = 1
range_end = 5
default = 4
class AlternativeCategories(Range):
"""
There are 16 default categories, but there are also 16 alternative categories.
These alternative categories can be randomly selected to replace the default categories.
They are a little strange, but can give a fun new experience.
In the game, you can hover over categories to check what they do.
This option determines the number of alternative categories in your game.
"""
display_name = "Number of alternative categories"
range_start = 0
range_end = 16
default = 0
class ChanceOfDice(Range):
"""
The item pool is always filled in such a way that you can reach a score of 1000.
Extra progression items are added that will help you on your quest.
You can set the weight for each extra progressive item in the following options.
Of course, more dice = more points!
"""
display_name = "Weight of adding Dice"
range_start = 0
range_end = 100
default = 5
class ChanceOfRoll(Range):
"""
With more rolls, you will be able to reach higher scores.
"""
display_name = "Weight of adding Roll"
range_start = 0
range_end = 100
default = 20
class ChanceOfFixedScoreMultiplier(Range):
"""
Getting a Fixed Score Multiplier will boost all future scores by 10%.
"""
display_name = "Weight of adding Fixed Score Multiplier"
range_start = 0
range_end = 100
default = 30
class ChanceOfStepScoreMultiplier(Range):
"""
The Step Score Multiplier boosts your multiplier after every roll by 1%, and resets on sheet reset.
So, keep high scoring categories for later to get the most out of them.
By default, this item is not included. It is fun however, you just need to know the above strategy.
"""
display_name = "Weight of adding Step Score Multiplier"
range_start = 0
range_end = 100
default = 0
class ChanceOfDoubleCategory(Range):
"""
This option allows categories to appear multiple times.
Each time you get a category after the first, its score value gets doubled.
"""
display_name = "Weight of adding Category copy"
range_start = 0
range_end = 100
default = 50
class ChanceOfPoints(Range):
"""
Are you tired of rolling dice countless times and tallying up points one by one, all by yourself?
Worry not, as this option will simply add some points items to the item pool!
And getting one of these points items gives you... points!
Imagine how nice it would be to find tons of them. Or even better, having others find them FOR you!
"""
display_name = "Weight of adding Points"
range_start = 0
range_end = 100
default = 20
class PointsSize(Choice):
"""
If you choose to add points to the item pool, you can choose to have many small points,
medium-size points, a few larger points, or a mix of them.
"""
display_name = "Size of points"
option_small = 1
option_medium = 2
option_large = 3
option_mix = 4
default = 2
class MinimizeExtraItems(Choice):
"""
Besides necessary items, Yacht Dice has extra useful/filler items in the item pool.
It is possible however to decrease the number of locations and extra items.
This option will:
- decrease the number of locations at the start (you'll start with 2 dice and 2 rolls).
- will limit the number of dice/roll fragments per dice/roll to 2.
- in multiplayer games, it will reduce the number of filler items.
"""
display_name = "Minimize extra items"
option_no_dont = 1
option_yes_please = 2
default = 1
class AddExtraPoints(Choice):
"""
Yacht Dice typically has space for extra items.
This option determines if bonus points are put into the item pool.
They make the game a little bit easier, as they are not considered in the logic.
All Of It: fill all locations with extra points
Sure: put some bonus points in
Never: do not put any bonus points
"""
display_name = "Extra bonus in the pool"
option_all_of_it = 1
option_sure = 2
option_never = 3
default = 2
class AddStoryChapters(Choice):
"""
Yacht Dice typically has space for more items.
This option determines if extra story chapters are put into the item pool.
Note: if you have extra points on "all_of_it", there will not be story chapters.
All Of It: fill all locations with story chapters
Sure: if there is space left, put in 10 story chapters.
Never: do not put any story chapters in, I do not like reading (but I am glad you are reading THIS!)
"""
display_name = "Extra story chapters in the pool"
option_all_of_it = 1
option_sure = 2
option_never = 3
default = 3
class WhichStory(Choice):
"""
The most important part of Yacht Dice is the narrative.
Of course you will need to add story chapters to the item pool.
You can read story chapters in the feed on the website and there are several stories to choose from.
"""
display_name = "Story"
option_the_quest_of_the_dice_warrior = 1
option_the_tragedy_of_fortunas_gambit = 2
option_the_dicey_animal_dice_game = 3
option_whispers_of_fate = 4
option_a_yacht_dice_odyssey = 5
option_a_rollin_rhyme_adventure = 6
option_random_story = -1
default = -1
class AllowManual(Choice):
"""
If allowed, players can roll IRL dice and input them manually into the game.
By sending "manual" in the chat, an input field appears where you can type your dice rolls.
Of course, we cannot check anymore if the player is playing fair.
"""
display_name = "Allow manual inputs"
option_yes_allow = 1
option_no_dont_allow = 2
default = 1
@dataclass
class YachtDiceOptions(PerGameCommonOptions):
game_difficulty: GameDifficulty
score_for_last_check: ScoreForLastCheck
score_for_goal: ScoreForGoal
minimal_number_of_dice_and_rolls: MinimalNumberOfDiceAndRolls
number_of_dice_fragments_per_dice: NumberDiceFragmentsPerDice
number_of_roll_fragments_per_roll: NumberRollFragmentsPerRoll
alternative_categories: AlternativeCategories
allow_manual_input: AllowManual
# the following options determine what extra items are shuffled into the pool:
weight_of_dice: ChanceOfDice
weight_of_roll: ChanceOfRoll
weight_of_fixed_score_multiplier: ChanceOfFixedScoreMultiplier
weight_of_step_score_multiplier: ChanceOfStepScoreMultiplier
weight_of_double_category: ChanceOfDoubleCategory
weight_of_points: ChanceOfPoints
points_size: PointsSize
minimize_extra_items: MinimizeExtraItems
add_bonus_points: AddExtraPoints
add_story_chapters: AddStoryChapters
which_story: WhichStory
yd_option_groups = [
OptionGroup(
"Extra progression items",
[
ChanceOfDice,
ChanceOfRoll,
ChanceOfFixedScoreMultiplier,
ChanceOfStepScoreMultiplier,
ChanceOfDoubleCategory,
ChanceOfPoints,
PointsSize,
],
),
OptionGroup(
"Other items",
[
MinimizeExtraItems,
AddExtraPoints,
AddStoryChapters,
WhichStory
],
),
]