2021-06-25 21:32:13 +00:00
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import typing
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2022-04-01 01:23:52 +00:00
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from .ExtractedData import logic_options, starts, pool_options
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2022-04-12 15:13:52 +00:00
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2022-06-12 21:33:14 +00:00
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from Options import Option, DefaultOnToggle, Toggle, Choice, Range, OptionDict, SpecialRange
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2022-04-12 15:13:52 +00:00
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from .Charms import vanilla_costs, names as charm_names
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2022-04-01 01:23:52 +00:00
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2022-06-08 22:27:43 +00:00
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if typing.TYPE_CHECKING:
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# avoid import during runtime
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from random import Random
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else:
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Random = typing.Any
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2022-04-01 01:42:56 +00:00
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class Disabled(Toggle):
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def __init__(self, value: int):
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super(Disabled, self).__init__(0)
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@classmethod
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def from_text(cls, text: str) -> Toggle:
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return cls(0)
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@classmethod
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def from_any(cls, data: typing.Any):
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return cls(0)
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2022-04-01 01:32:17 +00:00
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locations = {"option_" + start: i for i, start in enumerate(starts)}
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2022-04-01 01:23:52 +00:00
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# This way the dynamic start names are picked up by the MetaClass Choice belongs to
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2022-04-03 22:10:13 +00:00
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StartLocation = type("StartLocation", (Choice,), {"__module__": __name__, "auto_display_name": False, **locations,
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"__doc__": "Choose your start location. "
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"This is currently only locked to King's Pass."})
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2022-04-01 01:32:17 +00:00
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del (locations)
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2022-04-03 22:10:13 +00:00
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option_docstrings = {
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"RandomizeDreamers": "Allow for Dreamers to be randomized into the item pool and opens their locations for "
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"randomization.",
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"RandomizeSkills": "Allow for Skills, such as Mantis Claw or Shade Soul, to be randomized into the item pool. "
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"Also opens their locations for receiving randomized items.",
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"RandomizeCharms": "Allow for Charms to be randomized into the item pool and open their locations for "
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"randomization. Includes Charms sold in shops.",
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"RandomizeKeys": "Allow for Keys to be randomized into the item pool. Includes those sold in shops.",
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"RandomizeMaskShards": "Allow for Mask Shard to be randomized into the item pool and open their locations for"
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" randomization.",
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"RandomizeVesselFragments": "Allow for Vessel Fragments to be randomized into the item pool and open their "
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"locations for randomization.",
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"RandomizeCharmNotches": "Allow for Charm Notches to be randomized into the item pool. "
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"Includes those sold by Salubra.",
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"RandomizePaleOre": "Randomize Pale Ores into the item pool and open their locations for randomization.",
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"RandomizeGeoChests": "Allow for Geo Chests to contain randomized items, "
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"as well as their Geo reward being randomized into the item pool.",
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"RandomizeJunkPitChests": "Randomize the contents of junk pit chests into the item pool and open their locations "
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"for randomization.",
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"RandomizeRancidEggs": "Randomize Rancid Eggs into the item pool and open their locations for randomization",
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"RandomizeRelics": "Randomize Relics (King's Idol, et al.) into the item pool and open their locations for"
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" randomization.",
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"RandomizeWhisperingRoots": "Randomize the essence rewards from Whispering Roots into the item pool. Whispering "
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"Roots will now grant a randomized item when completed. This can be previewed by "
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"standing on the root.",
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"RandomizeBossEssence": "Randomize boss essence drops, such as those for defeating Warrior Dreams, into the item "
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"pool and open their locations for randomization.",
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"RandomizeGrubs": "Randomize Grubs into the item pool and open their locations for randomization.",
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"RandomizeMaps": "Randomize Maps into the item pool. This causes Cornifer to give you a message allowing you to see"
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" and buy an item that is randomized into that location as well.",
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"RandomizeStags": "Randomize Stag Stations unlocks into the item pool as well as placing randomized items "
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"on the stag station bell/toll.",
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"RandomizeLifebloodCocoons": "Randomize Lifeblood Cocoon grants into the item pool and open their locations"
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" for randomization.",
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"RandomizeGrimmkinFlames": "Randomize Grimmkin Flames into the item pool and open their locations for "
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"randomization.",
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"RandomizeJournalEntries": "Randomize the Hunter's Journal as well as the findable journal entries into the item "
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"pool, and open their locations for randomization. Does not include journal entries "
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"gained by killing enemies.",
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"RandomizeGeoRocks": "Randomize Geo Rock rewards into the item pool and open their locations for randomization.",
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"RandomizeBossGeo": "Randomize boss Geo drops into the item pool and open those locations for randomization.",
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"RandomizeSoulTotems": "Randomize Soul Refill items into the item pool and open the Soul Totem locations for"
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" randomization.",
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"RandomizeLoreTablets": "Randomize Lore items into the itempool, one per Lore Tablet, and place randomized item "
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"grants on the tablets themselves. You must still read the tablet to get the item.",
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"PreciseMovement": "Places skips into logic which require extremely precise player movement, possibly without "
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"movement skills such as dash or hook.",
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"ProficientCombat": "Places skips into logic which require proficient combat, possibly with limited items.",
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"BackgroundObjectPogos": "Places skips into logic for locations which are reachable via pogoing off of "
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"background objects.",
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"EnemyPogos": "Places skips into logic for locations which are reachable via pogos off of enemies.",
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"ObscureSkips": "Places skips into logic which are considered obscure enough that a beginner is not expected "
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"to know them.",
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"ShadeSkips": "Places shade skips into logic which utilize the player's shade for pogoing or damage boosting.",
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"InfectionSkips": "Places skips into logic which are only possible after the crossroads become infected.",
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"FireballSkips": "Places skips into logic which require the use of spells to reset fall speed while in mid-air.",
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"SpikeTunnels": "Places skips into logic which require the navigation of narrow tunnels filled with spikes.",
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"AcidSkips": "Places skips into logic which require crossing a pool of acid without Isma's Tear, or water if swim "
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"is disabled.",
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"DamageBoosts": "Places skips into logic which require you to take damage from an enemy or hazard to progress.",
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"DangerousSkips": "Places skips into logic which contain a high risk of taking damage.",
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"DarkRooms": "Places skips into logic which require navigating dark rooms without the use of the Lumafly Lantern.",
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"ComplexSkips": "Places skips into logic which require intense setup or are obscure even beyond advanced skip "
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"standards.",
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"DifficultSkips": "Places skips into logic which are considered more difficult than typical.",
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"RemoveSpellUpgrades": "Removes the second level of all spells from the item pool."
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}
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default_on = {
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"RandomizeDreamers",
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"RandomizeSkills",
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"RandomizeCharms",
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"RandomizeKeys",
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"RandomizeMaskShards",
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"RandomizeVesselFragments",
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"RandomizePaleOre",
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"RandomizeRelics"
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}
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# not supported at this time
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disabled = {
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"RandomizeFocus",
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"RandomizeSwim",
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"RandomizeMimics",
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"RandomizeNail",
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}
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hollow_knight_randomize_options: typing.Dict[str, type(Option)] = {}
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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]}
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2022-04-03 22:10:13 +00:00
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if option_name in option_docstrings:
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extra_data["__doc__"] = option_docstrings[option_name]
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if option_name in disabled:
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extra_data["__doc__"] = "Disabled Option. Not implemented."
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option = type(option_name, (Disabled,), extra_data)
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if option_name in default_on:
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option = type(option_name, (DefaultOnToggle,), extra_data)
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else:
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option = type(option_name, (Toggle,), extra_data)
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globals()[option.__name__] = option
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hollow_knight_randomize_options[option.__name__] = option
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2022-04-03 22:10:13 +00:00
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hollow_knight_logic_options: typing.Dict[str, type(Option)] = {}
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for option_name in logic_options.values():
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if option_name in hollow_knight_randomize_options:
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continue
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extra_data = {"__module__": __name__}
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if option_name in option_docstrings:
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extra_data["__doc__"] = option_docstrings[option_name]
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option = type(option_name, (Toggle,), extra_data)
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if option_name in disabled:
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extra_data["__doc__"] = "Disabled Option. Not implemented."
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option = type(option_name, (Disabled,), extra_data)
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globals()[option.__name__] = option
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hollow_knight_logic_options[option.__name__] = option
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class MinimumGrubPrice(Range):
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"""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"
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range_start = 1
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range_end = 46
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default = 1
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class MaximumGrubPrice(MinimumGrubPrice):
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"""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"
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default = 23
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class MinimumEssencePrice(Range):
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"""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"
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range_start = 1
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range_end = 2800
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default = 1
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class MaximumEssencePrice(MinimumEssencePrice):
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"""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"
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default = 1400
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class MinimumEggPrice(Range):
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"""The minimum rancid egg price in the range of prices that an item should cost from Ijii.
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Only takes effect if the EggSlotShops option is greater than 0."""
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display_name = "Minimum Egg Price"
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range_start = 1
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range_end = 21
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default = 1
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class MaximumEggPrice(MinimumEggPrice):
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"""The maximum rancid egg price in the range of prices that an item should cost from Ijii.
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Only takes effect if the EggSlotShops option is greater than 0."""
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display_name = "Maximum Egg Price"
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default = 10
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class MinimumCharmPrice(Range):
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"""The minimum charm price in the range of prices that an item should cost for Salubra's shop item which also
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carry a charm cost."""
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display_name = "Minimum Charm Requirement"
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range_start = 1
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range_end = 40
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default = 1
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class MaximumCharmPrice(MinimumCharmPrice):
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"""The maximum charm price in the range of prices that an item should cost for Salubra's shop item which also
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carry a charm cost."""
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default = 20
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2022-06-12 21:33:14 +00:00
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class RandomCharmCosts(SpecialRange):
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"""Total Notch Cost of all Charms together. Vanilla sums to 90.
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This value is distributed among all charms in a random fashion.
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Special Cases:
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Set to -1 or vanilla for vanilla costs.
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Set to -2 or shuffle to shuffle around the vanilla costs to different charms."""
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2022-04-03 22:10:13 +00:00
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display_name = "Randomize Charm Notch Costs"
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range_start = -2
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range_end = 240
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default = -1
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vanilla_costs: typing.List[int] = vanilla_costs
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charm_count: int = len(vanilla_costs)
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special_range_names = {
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"vanilla": -1,
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"shuffle": -2
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}
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def get_costs(self, random_source: Random) -> typing.List[int]:
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charms: typing.List[int]
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if -1 == self.value:
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return self.vanilla_costs.copy()
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elif -2 == self.value:
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charms = self.vanilla_costs.copy()
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random_source.shuffle(charms)
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return charms
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else:
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charms = [0]*self.charm_count
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for x in range(self.value):
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index = random_source.randint(0, self.charm_count-1)
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while charms[index] > 5:
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index = random_source.randint(0, self.charm_count-1)
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charms[index] += 1
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return charms
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2022-04-12 15:13:52 +00:00
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class PlandoCharmCosts(OptionDict):
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"""Allows setting a Charm's Notch costs directly, mapping {name: cost}.
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This is set after any random Charm Notch costs, if applicable."""
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display_name = "Charm Notch Cost Plando"
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valid_keys = frozenset(charm_names)
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def get_costs(self, charm_costs: typing.List[int]) -> typing.List[int]:
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for name, cost in self.value.items():
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charm_costs[charm_names.index(name)] = cost
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return charm_costs
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class EggShopSlots(Range):
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"""For each slot, add a location to the Egg Shop and a Geo drop to the item pool."""
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display_name = "Egg Shop Item Slots"
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range_end = 16
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hollow_knight_options: typing.Dict[str, type(Option)] = {
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**hollow_knight_randomize_options,
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**hollow_knight_logic_options,
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StartLocation.__name__: StartLocation,
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MinimumGrubPrice.__name__: MinimumGrubPrice,
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MaximumGrubPrice.__name__: MaximumGrubPrice,
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MinimumEssencePrice.__name__: MinimumEssencePrice,
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MaximumEssencePrice.__name__: MaximumEssencePrice,
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MinimumCharmPrice.__name__: MinimumCharmPrice,
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MaximumCharmPrice.__name__: MaximumCharmPrice,
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RandomCharmCosts.__name__: RandomCharmCosts,
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PlandoCharmCosts.__name__: PlandoCharmCosts,
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MinimumEggPrice.__name__: MinimumEggPrice,
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MaximumEggPrice.__name__: MaximumEggPrice,
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EggShopSlots.__name__: EggShopSlots,
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}
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