Archipelago/worlds/hk/Options.py

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import typing
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from .ExtractedData import logic_options, starts, pool_options
from Options import Option, DefaultOnToggle, Toggle, Choice, Range, OptionDict
from .Charms import vanilla_costs, names as charm_names
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class Disabled(Toggle):
def __init__(self, value: int):
super(Disabled, self).__init__(0)
@classmethod
def from_text(cls, text: str) -> Toggle:
return cls(0)
@classmethod
def from_any(cls, data: typing.Any):
return cls(0)
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locations = {"option_" + start: i for i, start in enumerate(starts)}
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# This way the dynamic start names are picked up by the MetaClass Choice belongs to
StartLocation = type("StartLocation", (Choice,), {"__module__": __name__, "auto_display_name": False, **locations,
"__doc__": "Choose your start location. "
"This is currently only locked to King's Pass."})
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del (locations)
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option_docstrings = {
"RandomizeDreamers": "Allow for Dreamers to be randomized into the item pool and opens their locations for "
"randomization.",
"RandomizeSkills": "Allow for Skills, such as Mantis Claw or Shade Soul, to be randomized into the item pool. "
"Also opens their locations for receiving randomized items.",
"RandomizeCharms": "Allow for Charms to be randomized into the item pool and open their locations for "
"randomization. Includes Charms sold in shops.",
"RandomizeKeys": "Allow for Keys to be randomized into the item pool. Includes those sold in shops.",
"RandomizeMaskShards": "Allow for Mask Shard to be randomized into the item pool and open their locations for"
" randomization.",
"RandomizeVesselFragments": "Allow for Vessel Fragments to be randomized into the item pool and open their "
"locations for randomization.",
"RandomizeCharmNotches": "Allow for Charm Notches to be randomized into the item pool. "
"Includes those sold by Salubra.",
"RandomizePaleOre": "Randomize Pale Ores into the item pool and open their locations for randomization.",
"RandomizeGeoChests": "Allow for Geo Chests to contain randomized items, "
"as well as their Geo reward being randomized into the item pool.",
"RandomizeJunkPitChests": "Randomize the contents of junk pit chests into the item pool and open their locations "
"for randomization.",
"RandomizeRancidEggs": "Randomize Rancid Eggs into the item pool and open their locations for randomization",
"RandomizeRelics": "Randomize Relics (King's Idol, et al.) into the item pool and open their locations for"
" randomization.",
"RandomizeWhisperingRoots": "Randomize the essence rewards from Whispering Roots into the item pool. Whispering "
"Roots will now grant a randomized item when completed. This can be previewed by "
"standing on the root.",
"RandomizeBossEssence": "Randomize boss essence drops, such as those for defeating Warrior Dreams, into the item "
"pool and open their locations for randomization.",
"RandomizeGrubs": "Randomize Grubs into the item pool and open their locations for randomization.",
"RandomizeMaps": "Randomize Maps into the item pool. This causes Cornifer to give you a message allowing you to see"
" and buy an item that is randomized into that location as well.",
"RandomizeStags": "Randomize Stag Stations unlocks into the item pool as well as placing randomized items "
"on the stag station bell/toll.",
"RandomizeLifebloodCocoons": "Randomize Lifeblood Cocoon grants into the item pool and open their locations"
" for randomization.",
"RandomizeGrimmkinFlames": "Randomize Grimmkin Flames into the item pool and open their locations for "
"randomization.",
"RandomizeJournalEntries": "Randomize the Hunter's Journal as well as the findable journal entries into the item "
"pool, and open their locations for randomization. Does not include journal entries "
"gained by killing enemies.",
"RandomizeGeoRocks": "Randomize Geo Rock rewards into the item pool and open their locations for randomization.",
"RandomizeBossGeo": "Randomize boss Geo drops into the item pool and open those locations for randomization.",
"RandomizeSoulTotems": "Randomize Soul Refill items into the item pool and open the Soul Totem locations for"
" randomization.",
"RandomizeLoreTablets": "Randomize Lore items into the itempool, one per Lore Tablet, and place randomized item "
"grants on the tablets themselves. You must still read the tablet to get the item.",
"PreciseMovement": "Places skips into logic which require extremely precise player movement, possibly without "
"movement skills such as dash or hook.",
"ProficientCombat": "Places skips into logic which require proficient combat, possibly with limited items.",
"BackgroundObjectPogos": "Places skips into logic for locations which are reachable via pogoing off of "
"background objects.",
"EnemyPogos": "Places skips into logic for locations which are reachable via pogos off of enemies.",
"ObscureSkips": "Places skips into logic which are considered obscure enough that a beginner is not expected "
"to know them.",
"ShadeSkips": "Places shade skips into logic which utilize the player's shade for pogoing or damage boosting.",
"InfectionSkips": "Places skips into logic which are only possible after the crossroads become infected.",
"FireballSkips": "Places skips into logic which require the use of spells to reset fall speed while in mid-air.",
"SpikeTunnels": "Places skips into logic which require the navigation of narrow tunnels filled with spikes.",
"AcidSkips": "Places skips into logic which require crossing a pool of acid without Isma's Tear, or water if swim "
"is disabled.",
"DamageBoosts": "Places skips into logic which require you to take damage from an enemy or hazard to progress.",
"DangerousSkips": "Places skips into logic which contain a high risk of taking damage.",
"DarkRooms": "Places skips into logic which require navigating dark rooms without the use of the Lumafly Lantern.",
"ComplexSkips": "Places skips into logic which require intense setup or are obscure even beyond advanced skip "
"standards.",
"DifficultSkips": "Places skips into logic which are considered more difficult than typical.",
"RemoveSpellUpgrades": "Removes the second level of all spells from the item pool."
}
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default_on = {
"RandomizeDreamers",
"RandomizeSkills",
"RandomizeCharms",
"RandomizeKeys",
"RandomizeMaskShards",
"RandomizeVesselFragments",
"RandomizePaleOre",
"RandomizeRelics"
}
# not supported at this time
disabled = {
"RandomizeFocus",
"RandomizeSwim",
"RandomizeMimics",
"RandomizeNail",
}
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hollow_knight_randomize_options: typing.Dict[str, type(Option)] = {}
for option_name, option_data in pool_options.items():
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extra_data = {"__module__": __name__, "items": option_data[0], "locations": option_data[1]}
if option_name in option_docstrings:
extra_data["__doc__"] = option_docstrings[option_name]
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if option_name in disabled:
extra_data["__doc__"] = "Disabled Option. Not implemented."
option = type(option_name, (Disabled,), extra_data)
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if option_name in default_on:
option = type(option_name, (DefaultOnToggle,), extra_data)
else:
option = type(option_name, (Toggle,), extra_data)
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globals()[option.__name__] = option
hollow_knight_randomize_options[option.__name__] = option
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hollow_knight_logic_options: typing.Dict[str, type(Option)] = {}
for option_name in logic_options.values():
if option_name in hollow_knight_randomize_options:
continue
extra_data = {"__module__": __name__}
if option_name in option_docstrings:
extra_data["__doc__"] = option_docstrings[option_name]
option = type(option_name, (Toggle,), extra_data)
if option_name in disabled:
extra_data["__doc__"] = "Disabled Option. Not implemented."
option = type(option_name, (Disabled,), extra_data)
globals()[option.__name__] = option
hollow_knight_logic_options[option.__name__] = option
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class MinimumGrubPrice(Range):
"""The minimum grub price in the range of prices that an item should cost from Grubfather."""
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display_name = "Minimum Grub Price"
range_start = 1
range_end = 46
default = 1
class MaximumGrubPrice(MinimumGrubPrice):
"""The maximum grub price in the range of prices that an item should cost from Grubfather."""
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display_name = "Maximum Grub Price"
default = 23
class MinimumEssencePrice(Range):
"""The minimum essence price in the range of prices that an item should cost from Seer."""
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display_name = "Minimum Essence Price"
range_start = 1
range_end = 2800
default = 1
class MaximumEssencePrice(MinimumEssencePrice):
"""The maximum essence price in the range of prices that an item should cost from Seer."""
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display_name = "Maximum Essence Price"
default = 1400
class MinimumEggPrice(Range):
"""The minimum rancid egg price in the range of prices that an item should cost from Ijii.
Only takes effect if the EggSlotShops option is greater than 0."""
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display_name = "Minimum Egg Price"
range_start = 1
range_end = 21
default = 1
class MaximumEggPrice(MinimumEggPrice):
"""The maximum rancid egg price in the range of prices that an item should cost from Ijii.
Only takes effect if the EggSlotShops option is greater than 0."""
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display_name = "Maximum Egg Price"
default = 10
class MinimumCharmPrice(Range):
"""The minimum charm price in the range of prices that an item should cost for Salubra's shop item which also
carry a charm cost."""
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display_name = "Minimum Charm Requirement"
range_start = 1
range_end = 40
default = 1
class MaximumCharmPrice(MinimumCharmPrice):
"""The maximum charm price in the range of prices that an item should cost for Salubra's shop item which also
carry a charm cost."""
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default = 20
class RandomCharmCosts(Range):
"""Total Notch Cost of all Charms together. Set to -1 for vanilla costs. Vanilla sums to 90.
This value is distributed among all charms in a random fashion."""
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display_name = "Randomize Charm Notch Costs"
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range_start = -1
range_end = 240
default = -1
vanilla_costs: typing.List[int] = vanilla_costs
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charm_count: int = len(vanilla_costs)
def get_costs(self, random_source) -> typing.List[int]:
if -1 == self.value:
return self.vanilla_costs
else:
charms = [0]*self.charm_count
for x in range(self.value):
index = random_source.randint(0, self.charm_count-1)
while charms[index] > 5:
index = random_source.randint(0, self.charm_count-1)
charms[index] += 1
return charms
class PlandoCharmCosts(OptionDict):
"""Allows setting a Charm's Notch costs directly, mapping {name: cost}.
This is set after any random Charm Notch costs, if applicable."""
display_name = "Charm Notch Cost Plando"
valid_keys = frozenset(charm_names)
def get_costs(self, charm_costs: typing.List[int]) -> typing.List[int]:
for name, cost in self.value.items():
charm_costs[charm_names.index(name)] = cost
return charm_costs
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class EggShopSlots(Range):
"""For each slot, add a location to the Egg Shop and a Geo drop to the item pool."""
display_name = "Egg Shop Item Slots"
range_end = 16
hollow_knight_options: typing.Dict[str, type(Option)] = {
**hollow_knight_randomize_options,
**hollow_knight_logic_options,
StartLocation.__name__: StartLocation,
MinimumGrubPrice.__name__: MinimumGrubPrice,
MaximumGrubPrice.__name__: MaximumGrubPrice,
MinimumEssencePrice.__name__: MinimumEssencePrice,
MaximumEssencePrice.__name__: MaximumEssencePrice,
MinimumCharmPrice.__name__: MinimumCharmPrice,
MaximumCharmPrice.__name__: MaximumCharmPrice,
RandomCharmCosts.__name__: RandomCharmCosts,
PlandoCharmCosts.__name__: PlandoCharmCosts,
MinimumEggPrice.__name__: MinimumEggPrice,
MaximumEggPrice.__name__: MaximumEggPrice,
EggShopSlots.__name__: EggShopSlots,
}