Archipelago/Options.py

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from __future__ import annotations
import typing
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import random
class AssembleOptions(type):
def __new__(mcs, name, bases, attrs):
options = attrs["options"] = {}
name_lookup = attrs["name_lookup"] = {}
for base in bases:
options.update(base.options)
name_lookup.update(name_lookup)
new_options = {name[7:].lower(): option_id for name, option_id in attrs.items() if
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name.startswith("option_")}
attrs["name_lookup"].update({option_id: name for name, option_id in new_options.items()})
options.update(new_options)
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# apply aliases, without name_lookup
options.update({name[6:].lower(): option_id for name, option_id in attrs.items() if
name.startswith("alias_")})
return super(AssembleOptions, mcs).__new__(mcs, name, bases, attrs)
class Option(metaclass=AssembleOptions):
value: int
name_lookup: typing.Dict[int, str]
default = 0
def __repr__(self):
return f"{self.__class__.__name__}({self.get_option_name()})"
def __hash__(self):
return hash(self.value)
def get_option_name(self):
return self.name_lookup[self.value]
def __int__(self):
return self.value
def __bool__(self):
return bool(self.value)
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@classmethod
def from_any(cls, data: typing.Any):
raise NotImplementedError
class Toggle(Option):
option_false = 0
option_true = 1
default = 0
def __init__(self, value: int):
self.value = value
@classmethod
def from_text(cls, text: str) -> Toggle:
if text.lower() in {"off", "0", "false", "none", "null", "no"}:
return cls(0)
else:
return cls(1)
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@classmethod
def from_any(cls, data: typing.Any):
if type(data) == str:
return cls.from_text(data)
else:
return cls(data)
def __eq__(self, other):
if isinstance(other, Toggle):
return self.value == other.value
else:
return self.value == other
def __gt__(self, other):
if isinstance(other, Toggle):
return self.value > other.value
else:
return self.value > other
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def __bool__(self):
return bool(self.value)
def __int__(self):
return int(self.value)
def get_option_name(self):
return bool(self.value)
class Choice(Option):
def __init__(self, value: int):
self.value: int = value
@classmethod
def from_text(cls, text: str) -> Choice:
for optionname, value in cls.options.items():
if optionname == text.lower():
return cls(value)
raise KeyError(
f'Could not find option "{text}" for "{cls.__name__}", '
f'known options are {", ".join(f"{option}" for option in cls.name_lookup.values())}')
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@classmethod
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def from_any(cls, data: typing.Any) -> Choice:
if type(data) == int and data in cls.options.values():
return cls(data)
return cls.from_text(str(data))
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class Range(Option):
range_start = 0
range_end = 1
def __init__(self, value: typing.Union[str, int]):
self.value: typing.Union[str, int] = value
@classmethod
def from_text(cls, text: str) -> Range:
text = text.lower()
if text.startswith("random"):
if text == "random-low":
return cls(int(round(random.triangular(cls.range_start, cls.range_end, cls.range_start), 0)))
elif text == "random-high":
return cls(int(round(random.triangular(cls.range_start, cls.range_end, cls.range_end), 0)))
else:
return cls(random.randint(cls.range_start, cls.range_end))
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number = int(text)
if number < cls.range_start:
raise Exception(f"{number} is lower than minimum {cls.range_start} for option {cls.__name__}")
elif number > cls.range_end:
raise Exception(f"{number} is higher than maximum {cls.range_end} for option {cls.__name__}")
else:
return cls(number)
@classmethod
def from_any(cls, data: typing.Any) -> Range:
if type(data) == int:
return cls(data)
return cls.from_text(str(data))
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class OptionNameSet(Option):
default = frozenset()
def __init__(self, value: typing.Set[str]):
self.value: typing.Set[str] = value
@classmethod
def from_text(cls, text: str) -> OptionNameSet:
return cls({option.strip() for option in text.split(",")})
@classmethod
def from_any(cls, data: typing.Any) -> OptionNameSet:
if type(data) == set:
return cls(data)
return cls.from_text(str(data))
class OptionDict(Option):
default = {}
def __init__(self, value: typing.Dict[str, typing.Any]):
self.value: typing.Dict[str, typing.Any] = value
@classmethod
def from_any(cls, data: typing.Dict[str, typing.Any]) -> OptionDict:
if type(data) == dict:
return cls(data)
else:
raise NotImplementedError(f"Cannot Convert from non-dictionary, got {type(data)}")
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def get_option_name(self):
return str(self.value)
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class Logic(Choice):
option_no_glitches = 0
option_minor_glitches = 1
option_overworld_glitches = 2
option_no_logic = 4
alias_owg = 2
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class Objective(Choice):
option_crystals = 0
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# option_pendants = 1
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option_triforce_pieces = 2
option_pedestal = 3
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option_bingo = 4
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local_objective = Toggle # local triforce pieces, local dungeon prizes etc.
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class Goal(Choice):
option_kill_ganon = 0
option_kill_ganon_and_gt_agahnim = 1
option_hand_in = 2
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class Accessibility(Choice):
option_locations = 0
option_items = 1
option_beatable = 2
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class Crystals(Range):
range_start = 0
range_end = 7
class TriforcePieces(Range):
range_start = 1
range_end = 90
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class ShopShuffleSlots(Range):
range_start = 0
range_end = 30
class WorldState(Choice):
option_standard = 1
option_open = 0
option_inverted = 2
class Bosses(Choice):
option_vanilla = 0
option_simple = 1
option_full = 2
option_chaos = 3
option_singularity = 4
class Enemies(Choice):
option_vanilla = 0
option_shuffled = 1
option_chaos = 2
mapshuffle = Toggle
compassshuffle = Toggle
keyshuffle = Toggle
bigkeyshuffle = Toggle
hints = Toggle
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RandomizeDreamers = Toggle
RandomizeSkills = Toggle
RandomizeCharms = Toggle
RandomizeKeys = Toggle
RandomizeGeoChests = Toggle
RandomizeMaskShards = Toggle
RandomizeVesselFragments = Toggle
RandomizeCharmNotches = Toggle
RandomizePaleOre = Toggle
RandomizeRancidEggs = Toggle
RandomizeRelics = Toggle
RandomizeMaps = Toggle
RandomizeStags = Toggle
RandomizeGrubs = Toggle
RandomizeWhisperingRoots = Toggle
RandomizeRocks = Toggle
RandomizeSoulTotems = Toggle
RandomizePalaceTotems = Toggle
RandomizeLoreTablets = Toggle
RandomizeLifebloodCocoons = Toggle
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RandomizeFlames = Toggle
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hollow_knight_randomize_options: typing.Dict[str, Option] = {
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"RandomizeDreamers": RandomizeDreamers,
"RandomizeSkills": RandomizeSkills,
"RandomizeCharms": RandomizeCharms,
"RandomizeKeys": RandomizeKeys,
"RandomizeGeoChests": RandomizeGeoChests,
"RandomizeMaskShards": RandomizeMaskShards,
"RandomizeVesselFragments": RandomizeVesselFragments,
"RandomizeCharmNotches": RandomizeCharmNotches,
"RandomizePaleOre": RandomizePaleOre,
"RandomizeRancidEggs": RandomizeRancidEggs,
"RandomizeRelics": RandomizeRelics,
"RandomizeMaps": RandomizeMaps,
"RandomizeStags": RandomizeStags,
"RandomizeGrubs": RandomizeGrubs,
"RandomizeWhisperingRoots": RandomizeWhisperingRoots,
"RandomizeRocks": RandomizeRocks,
"RandomizeSoulTotems": RandomizeSoulTotems,
"RandomizePalaceTotems": RandomizePalaceTotems,
"RandomizeLoreTablets": RandomizeLoreTablets,
"RandomizeLifebloodCocoons": RandomizeLifebloodCocoons,
"RandomizeFlames": RandomizeFlames
}
hollow_knight_skip_options: typing.Dict[str, type(Option)] = {
"MILDSKIPS": Toggle,
"SPICYSKIPS": Toggle,
"FIREBALLSKIPS": Toggle,
"ACIDSKIPS": Toggle,
"SPIKETUNNELS": Toggle,
"DARKROOMS": Toggle,
"CURSED": Toggle,
"SHADESKIPS": Toggle,
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}
hollow_knight_options: typing.Dict[str, type(Option)] = {**hollow_knight_randomize_options,
**hollow_knight_skip_options}
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class MaxSciencePack(Choice):
option_automation_science_pack = 0
option_logistic_science_pack = 1
option_military_science_pack = 2
option_chemical_science_pack = 3
option_production_science_pack = 4
option_utility_science_pack = 5
option_space_science_pack = 6
default = 6
def get_allowed_packs(self):
return {option.replace("_", "-") for option, value in self.options.items()
if value <= self.value}
class TechCost(Choice):
option_very_easy = 0
option_easy = 1
option_kind = 2
option_normal = 3
option_hard = 4
option_very_hard = 5
option_insane = 6
default = 3
class FreeSamples(Choice):
option_none = 0
option_single_craft = 1
option_half_stack = 2
option_stack = 3
default = 3
class TechTreeLayout(Choice):
option_single = 0
option_small_diamonds = 1
option_medium_diamonds = 2
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option_large_diamonds = 3
option_small_pyramids = 4
option_medium_pyramids = 5
option_large_pyramids = 6
option_small_funnels = 7
option_medium_funnels = 8
option_large_funnels = 9
option_funnels = 4
alias_pyramid = 6
alias_funnel = 9
default = 0
class Visibility(Choice):
option_none = 0
option_sending = 1
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default = 1
class RecipeTime(Choice):
option_vanilla = 0
option_fast = 1
option_normal = 2
option_slow = 4
option_chaos = 5
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class FactorioStartItems(OptionDict):
default = {"burner-mining-drill": 19, "stone-furnace": 19}
factorio_options: typing.Dict[str, type(Option)] = {"max_science_pack": MaxSciencePack,
"tech_tree_layout": TechTreeLayout,
"tech_cost": TechCost,
"free_samples": FreeSamples,
"visibility": Visibility,
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"random_tech_ingredients": Toggle,
"starting_items": FactorioStartItems,
"recipe_time": RecipeTime}
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Minecraft Randomizer Squash merge, original Commits: * Minecraft locations, items, and generation without logic * added id lookup for minecraft * typing import fix in minecraft/Items.py * fix 2 * implementing Minecraft options and hard/postgame advancement exclusion * first logic pass (75/80) * logic pass 2 and proper completion conditions * added insane difficulty pool, modified method of excluding item pools for easier extension * bump network_data_package version * minecraft testing framework * switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item * Testing now functions, split tests up by advancement pane, added some story tests * Newer testing framework: every advancement gets its own function, for ease of testing * fixed logic for The End... Again... * changed option names to "include_hard_advancements" etc. * village/pillager-related advancements now require can_adventure: weapon + food * a few minecraft tests * rename "Flint & Steel" to "Flint and Steel" for parity with in-game name * additional MC tests * more tests, mostly nether-related tests * more tests, removed anvil path for Two Birds One Arrow * include Minecraft slot data, and a world seed for each Minecraft player slot * Added new items: ender pearls, lapis, porkchops * All remaining Minecraft tests * formatting of Minecraft tests and logic for better readability * require Wither kill for Monsters Hunted * properly removed 8 Emeralds item from item pool * enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill * Added 12 new advancements (ported from old achievement system) * renamed "On a Rail" for consistency with modern advancements * tests for the new advancements * moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data * output minecraft options in the spoiler log * modified advancement goal values for new advancements * make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars * fixed glowstone block logic for Not Quite Nine Lives * setup for shuffling MC structures: building ER world and shuffling regions/entrances * ensured Nether Fortresses can't be placed in the End * finished logic for structure randomization * fixed nonnative items always showing up as Hammers in ALttP shops * output minecraft structure info in the spoiler * generate .apmc file for communication with MC client * fixed structure rando always using the same seed * move stuff to worlds/minecraft/Regions.py * make output apmc file have consistent name with other files * added minecraft bottle macro; fixed tests imports * generalizing MC region generation * restructured structure shuffling in preparation for structure plando * only output structure rando info in spoiler if they are shuffled * Force structure rando to always be off, for the stable release * added Minecraft options to player settings * formally added combat_difficulty as an option * Added Ender Dragon into playthrough, cleaned up goal map * Added new difficulties: Easy, Normal, Hard combat * moved .apmc generation time to prevent outputs on failed generation * updated tests for new combat logic * Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix * moved all MC-specific functions into gen_minecraft * renamed "logic_version" to "client_version" * bug fixes properly flagged event locations/items with id None moved generation back to Main.py to fix mysterious generation failures * moved link_minecraft_regions into minecraft init, left create_regions in Main for caching * added seed_name, player_name, client_version to apmc file * reenabled structure shuffle * added entrance tests for minecraft Co-authored-by: achuang <alexander.w.chuang@gmail.com>
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class AdvancementGoal(Choice):
option_few = 0
option_normal = 1
option_many = 2
default = 1
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class CombatDifficulty(Choice):
Minecraft Randomizer Squash merge, original Commits: * Minecraft locations, items, and generation without logic * added id lookup for minecraft * typing import fix in minecraft/Items.py * fix 2 * implementing Minecraft options and hard/postgame advancement exclusion * first logic pass (75/80) * logic pass 2 and proper completion conditions * added insane difficulty pool, modified method of excluding item pools for easier extension * bump network_data_package version * minecraft testing framework * switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item * Testing now functions, split tests up by advancement pane, added some story tests * Newer testing framework: every advancement gets its own function, for ease of testing * fixed logic for The End... Again... * changed option names to "include_hard_advancements" etc. * village/pillager-related advancements now require can_adventure: weapon + food * a few minecraft tests * rename "Flint & Steel" to "Flint and Steel" for parity with in-game name * additional MC tests * more tests, mostly nether-related tests * more tests, removed anvil path for Two Birds One Arrow * include Minecraft slot data, and a world seed for each Minecraft player slot * Added new items: ender pearls, lapis, porkchops * All remaining Minecraft tests * formatting of Minecraft tests and logic for better readability * require Wither kill for Monsters Hunted * properly removed 8 Emeralds item from item pool * enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill * Added 12 new advancements (ported from old achievement system) * renamed "On a Rail" for consistency with modern advancements * tests for the new advancements * moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data * output minecraft options in the spoiler log * modified advancement goal values for new advancements * make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars * fixed glowstone block logic for Not Quite Nine Lives * setup for shuffling MC structures: building ER world and shuffling regions/entrances * ensured Nether Fortresses can't be placed in the End * finished logic for structure randomization * fixed nonnative items always showing up as Hammers in ALttP shops * output minecraft structure info in the spoiler * generate .apmc file for communication with MC client * fixed structure rando always using the same seed * move stuff to worlds/minecraft/Regions.py * make output apmc file have consistent name with other files * added minecraft bottle macro; fixed tests imports * generalizing MC region generation * restructured structure shuffling in preparation for structure plando * only output structure rando info in spoiler if they are shuffled * Force structure rando to always be off, for the stable release * added Minecraft options to player settings * formally added combat_difficulty as an option * Added Ender Dragon into playthrough, cleaned up goal map * Added new difficulties: Easy, Normal, Hard combat * moved .apmc generation time to prevent outputs on failed generation * updated tests for new combat logic * Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix * moved all MC-specific functions into gen_minecraft * renamed "logic_version" to "client_version" * bug fixes properly flagged event locations/items with id None moved generation back to Main.py to fix mysterious generation failures * moved link_minecraft_regions into minecraft init, left create_regions in Main for caching * added seed_name, player_name, client_version to apmc file * reenabled structure shuffle * added entrance tests for minecraft Co-authored-by: achuang <alexander.w.chuang@gmail.com>
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option_easy = 0
option_normal = 1
option_hard = 2
default = 1
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Minecraft Randomizer Squash merge, original Commits: * Minecraft locations, items, and generation without logic * added id lookup for minecraft * typing import fix in minecraft/Items.py * fix 2 * implementing Minecraft options and hard/postgame advancement exclusion * first logic pass (75/80) * logic pass 2 and proper completion conditions * added insane difficulty pool, modified method of excluding item pools for easier extension * bump network_data_package version * minecraft testing framework * switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item * Testing now functions, split tests up by advancement pane, added some story tests * Newer testing framework: every advancement gets its own function, for ease of testing * fixed logic for The End... Again... * changed option names to "include_hard_advancements" etc. * village/pillager-related advancements now require can_adventure: weapon + food * a few minecraft tests * rename "Flint & Steel" to "Flint and Steel" for parity with in-game name * additional MC tests * more tests, mostly nether-related tests * more tests, removed anvil path for Two Birds One Arrow * include Minecraft slot data, and a world seed for each Minecraft player slot * Added new items: ender pearls, lapis, porkchops * All remaining Minecraft tests * formatting of Minecraft tests and logic for better readability * require Wither kill for Monsters Hunted * properly removed 8 Emeralds item from item pool * enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill * Added 12 new advancements (ported from old achievement system) * renamed "On a Rail" for consistency with modern advancements * tests for the new advancements * moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data * output minecraft options in the spoiler log * modified advancement goal values for new advancements * make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars * fixed glowstone block logic for Not Quite Nine Lives * setup for shuffling MC structures: building ER world and shuffling regions/entrances * ensured Nether Fortresses can't be placed in the End * finished logic for structure randomization * fixed nonnative items always showing up as Hammers in ALttP shops * output minecraft structure info in the spoiler * generate .apmc file for communication with MC client * fixed structure rando always using the same seed * move stuff to worlds/minecraft/Regions.py * make output apmc file have consistent name with other files * added minecraft bottle macro; fixed tests imports * generalizing MC region generation * restructured structure shuffling in preparation for structure plando * only output structure rando info in spoiler if they are shuffled * Force structure rando to always be off, for the stable release * added Minecraft options to player settings * formally added combat_difficulty as an option * Added Ender Dragon into playthrough, cleaned up goal map * Added new difficulties: Easy, Normal, Hard combat * moved .apmc generation time to prevent outputs on failed generation * updated tests for new combat logic * Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix * moved all MC-specific functions into gen_minecraft * renamed "logic_version" to "client_version" * bug fixes properly flagged event locations/items with id None moved generation back to Main.py to fix mysterious generation failures * moved link_minecraft_regions into minecraft init, left create_regions in Main for caching * added seed_name, player_name, client_version to apmc file * reenabled structure shuffle * added entrance tests for minecraft Co-authored-by: achuang <alexander.w.chuang@gmail.com>
2021-05-08 11:38:57 +00:00
minecraft_options: typing.Dict[str, type(Option)] = {
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"advancement_goal": AdvancementGoal,
Minecraft Randomizer Squash merge, original Commits: * Minecraft locations, items, and generation without logic * added id lookup for minecraft * typing import fix in minecraft/Items.py * fix 2 * implementing Minecraft options and hard/postgame advancement exclusion * first logic pass (75/80) * logic pass 2 and proper completion conditions * added insane difficulty pool, modified method of excluding item pools for easier extension * bump network_data_package version * minecraft testing framework * switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item * Testing now functions, split tests up by advancement pane, added some story tests * Newer testing framework: every advancement gets its own function, for ease of testing * fixed logic for The End... Again... * changed option names to "include_hard_advancements" etc. * village/pillager-related advancements now require can_adventure: weapon + food * a few minecraft tests * rename "Flint & Steel" to "Flint and Steel" for parity with in-game name * additional MC tests * more tests, mostly nether-related tests * more tests, removed anvil path for Two Birds One Arrow * include Minecraft slot data, and a world seed for each Minecraft player slot * Added new items: ender pearls, lapis, porkchops * All remaining Minecraft tests * formatting of Minecraft tests and logic for better readability * require Wither kill for Monsters Hunted * properly removed 8 Emeralds item from item pool * enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill * Added 12 new advancements (ported from old achievement system) * renamed "On a Rail" for consistency with modern advancements * tests for the new advancements * moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data * output minecraft options in the spoiler log * modified advancement goal values for new advancements * make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars * fixed glowstone block logic for Not Quite Nine Lives * setup for shuffling MC structures: building ER world and shuffling regions/entrances * ensured Nether Fortresses can't be placed in the End * finished logic for structure randomization * fixed nonnative items always showing up as Hammers in ALttP shops * output minecraft structure info in the spoiler * generate .apmc file for communication with MC client * fixed structure rando always using the same seed * move stuff to worlds/minecraft/Regions.py * make output apmc file have consistent name with other files * added minecraft bottle macro; fixed tests imports * generalizing MC region generation * restructured structure shuffling in preparation for structure plando * only output structure rando info in spoiler if they are shuffled * Force structure rando to always be off, for the stable release * added Minecraft options to player settings * formally added combat_difficulty as an option * Added Ender Dragon into playthrough, cleaned up goal map * Added new difficulties: Easy, Normal, Hard combat * moved .apmc generation time to prevent outputs on failed generation * updated tests for new combat logic * Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix * moved all MC-specific functions into gen_minecraft * renamed "logic_version" to "client_version" * bug fixes properly flagged event locations/items with id None moved generation back to Main.py to fix mysterious generation failures * moved link_minecraft_regions into minecraft init, left create_regions in Main for caching * added seed_name, player_name, client_version to apmc file * reenabled structure shuffle * added entrance tests for minecraft Co-authored-by: achuang <alexander.w.chuang@gmail.com>
2021-05-08 11:38:57 +00:00
"combat_difficulty": CombatDifficulty,
"include_hard_advancements": Toggle,
"include_insane_advancements": Toggle,
"include_postgame_advancements": Toggle,
"shuffle_structures": Toggle
}
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if __name__ == "__main__":
import argparse
test = argparse.Namespace()
test.logic = Logic.from_text("no_logic")
test.mapshuffle = mapshuffle.from_text("ON")
test.hints = hints.from_text('OFF')
try:
test.logic = Logic.from_text("overworld_glitches_typo")
except KeyError as e:
print(e)
try:
test.logic_owg = Logic.from_text("owg")
except KeyError as e:
print(e)
if test.mapshuffle:
print("Mapshuffle is on")
print(f"Hints are {bool(test.hints)}")
print(test)