WebHost/Core/Lingo: Render option documentation as reStructuredText in the WebView (#3511)

* Render option documentation as reStructuredText in the WebView

This means that options can use the standard Python documentation
format, while producing much nicer-looking documentation in the
WebView with things like emphasis, lists, and so on.

* Opt existing worlds out of rich option docs

This avoids breaking the rendering of existing option docs which were
written with the old plain text rendering in mind, while also allowing
new options to default to the rich text rendering instead.

* Use reStructuredText formatting for Lingo Options docstrings

* Disable raw and file insertion RST directives

* Update doc comments per code review

* Make rich text docs opt-in

* Put rich_text_options_doc on WebWorld

* Document rich text API

* Code review

* Update docs/options api.md

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

* Update Options.py

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

---------

Co-authored-by: Chris Wilson <chris@legendserver.info>
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
This commit is contained in:
Natalie Weizenbaum 2024-06-14 15:53:42 -07:00 committed by GitHub
parent 3972b1b257
commit c61505baf6
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11 changed files with 265 additions and 80 deletions

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@ -126,6 +126,23 @@ class Option(typing.Generic[T], metaclass=AssembleOptions):
# can be weighted between selections
supports_weighting = True
rich_text_doc: typing.Optional[bool] = None
"""Whether the WebHost should render the Option's docstring as rich text.
If this is True, the Option's docstring is interpreted as reStructuredText_,
the standard Python markup format. In the WebHost, it's rendered to HTML so
that lists, emphasis, and other rich text features are displayed properly.
If this is False, the docstring is instead interpreted as plain text, and
displayed as-is on the WebHost with whitespace preserved.
If this is None, it inherits the value of `World.rich_text_options_doc`. For
backwards compatibility, this defaults to False, but worlds are encouraged to
set it to True and use reStructuredText for their Option documentation.
.. _reStructuredText: https://docutils.sourceforge.io/rst.html
"""
# filled by AssembleOptions:
name_lookup: typing.ClassVar[typing.Dict[T, str]] # type: ignore
# https://github.com/python/typing/discussions/1460 the reason for this type: ignore
@ -1127,10 +1144,13 @@ class PlandoConnections(Option[typing.List[PlandoConnection]], metaclass=Connect
class Accessibility(Choice):
"""Set rules for reachability of your items/locations.
Locations: ensure everything can be reached and acquired.
Items: ensure all logically relevant items can be acquired.
Minimal: ensure what is needed to reach your goal can be acquired."""
- **Locations:** ensure everything can be reached and acquired.
- **Items:** ensure all logically relevant items can be acquired.
- **Minimal:** ensure what is needed to reach your goal can be acquired.
"""
display_name = "Accessibility"
rich_text_doc = True
option_locations = 0
option_items = 1
option_minimal = 2
@ -1139,14 +1159,15 @@ class Accessibility(Choice):
class ProgressionBalancing(NamedRange):
"""
A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
"""A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
A lower setting means more getting stuck. A higher setting means less getting stuck.
"""
default = 50
range_start = 0
range_end = 99
display_name = "Progression Balancing"
rich_text_doc = True
special_range_names = {
"disabled": 0,
"normal": 50,
@ -1211,29 +1232,36 @@ class CommonOptions(metaclass=OptionsMetaProperty):
class LocalItems(ItemSet):
"""Forces these items to be in their native world."""
display_name = "Local Items"
rich_text_doc = True
class NonLocalItems(ItemSet):
"""Forces these items to be outside their native world."""
display_name = "Non-local Items"
rich_text_doc = True
class StartInventory(ItemDict):
"""Start with these items."""
verify_item_name = True
display_name = "Start Inventory"
rich_text_doc = True
class StartInventoryPool(StartInventory):
"""Start with these items and don't place them in the world.
The game decides what the replacement items will be."""
The game decides what the replacement items will be.
"""
verify_item_name = True
display_name = "Start Inventory from Pool"
rich_text_doc = True
class StartHints(ItemSet):
"""Start with these item's locations prefilled into the !hint command."""
"""Start with these item's locations prefilled into the ``!hint`` command."""
display_name = "Start Hints"
rich_text_doc = True
class LocationSet(OptionSet):
@ -1242,28 +1270,33 @@ class LocationSet(OptionSet):
class StartLocationHints(LocationSet):
"""Start with these locations and their item prefilled into the !hint command"""
"""Start with these locations and their item prefilled into the ``!hint`` command."""
display_name = "Start Location Hints"
rich_text_doc = True
class ExcludeLocations(LocationSet):
"""Prevent these locations from having an important item"""
"""Prevent these locations from having an important item."""
display_name = "Excluded Locations"
rich_text_doc = True
class PriorityLocations(LocationSet):
"""Prevent these locations from having an unimportant item"""
"""Prevent these locations from having an unimportant item."""
display_name = "Priority Locations"
rich_text_doc = True
class DeathLink(Toggle):
"""When you die, everyone dies. Of course the reverse is true too."""
display_name = "Death Link"
rich_text_doc = True
class ItemLinks(OptionList):
"""Share part of your item pool with other players."""
display_name = "Item Links"
rich_text_doc = True
default = []
schema = Schema([
{
@ -1330,6 +1363,7 @@ class ItemLinks(OptionList):
class Removed(FreeText):
"""This Option has been Removed."""
rich_text_doc = True
default = ""
visibility = Visibility.none

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@ -3,6 +3,7 @@ import json
import os
from textwrap import dedent
from typing import Dict, Union
from docutils.core import publish_parts
import yaml
from flask import redirect, render_template, request, Response
@ -66,6 +67,22 @@ def filter_dedent(text: str) -> str:
return dedent(text).strip("\n ")
@app.template_filter("rst_to_html")
def filter_rst_to_html(text: str) -> str:
"""Converts reStructuredText (such as a Python docstring) to HTML."""
if text.startswith(" ") or text.startswith("\t"):
text = dedent(text)
elif "\n" in text:
lines = text.splitlines()
text = lines[0] + "\n" + dedent("\n".join(lines[1:]))
return publish_parts(text, writer_name='html', settings=None, settings_overrides={
'raw_enable': False,
'file_insertion_enabled': False,
'output_encoding': 'unicode'
})['body']
@app.template_test("ordered")
def test_ordered(obj):
return isinstance(obj, collections.abc.Sequence)

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@ -12,12 +12,12 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
*/
/* Base styles for the element that has a tooltip */
[data-tooltip], .tooltip {
[data-tooltip], .tooltip-container {
position: relative;
}
/* Base styles for the entire tooltip */
[data-tooltip]:before, [data-tooltip]:after, .tooltip:before, .tooltip:after {
[data-tooltip]:before, [data-tooltip]:after, .tooltip-container:before, .tooltip {
position: absolute;
visibility: hidden;
opacity: 0;
@ -39,14 +39,15 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
pointer-events: none;
}
[data-tooltip]:hover:before, [data-tooltip]:hover:after, .tooltip:hover:before, .tooltip:hover:after{
[data-tooltip]:hover:before, [data-tooltip]:hover:after, .tooltip-container:hover:before,
.tooltip-container:hover .tooltip {
visibility: visible;
opacity: 1;
word-break: break-word;
}
/** Directional arrow styles */
.tooltip:before, [data-tooltip]:before {
[data-tooltip]:before, .tooltip-container:before {
z-index: 10000;
border: 6px solid transparent;
background: transparent;
@ -54,7 +55,7 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
}
/** Content styles */
.tooltip:after, [data-tooltip]:after {
[data-tooltip]:after, .tooltip {
width: 260px;
z-index: 10000;
padding: 8px;
@ -63,24 +64,26 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
background-color: hsla(0, 0%, 20%, 0.9);
color: #fff;
content: attr(data-tooltip);
white-space: pre-wrap;
font-size: 14px;
line-height: 1.2;
}
[data-tooltip]:before, [data-tooltip]:after{
[data-tooltip]:after {
white-space: pre-wrap;
}
[data-tooltip]:before, [data-tooltip]:after, .tooltip-container:before, .tooltip {
visibility: hidden;
opacity: 0;
pointer-events: none;
}
[data-tooltip]:before, [data-tooltip]:after, .tooltip:before, .tooltip:after,
.tooltip-top:before, .tooltip-top:after {
[data-tooltip]:before, [data-tooltip]:after, .tooltip-container:before, .tooltip {
bottom: 100%;
left: 50%;
}
[data-tooltip]:before, .tooltip:before, .tooltip-top:before {
[data-tooltip]:before, .tooltip-container:before {
margin-left: -6px;
margin-bottom: -12px;
border-top-color: #000;
@ -88,19 +91,19 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
}
/** Horizontally align tooltips on the top and bottom */
[data-tooltip]:after, .tooltip:after, .tooltip-top:after {
[data-tooltip]:after, .tooltip {
margin-left: -80px;
}
[data-tooltip]:hover:before, [data-tooltip]:hover:after, .tooltip:hover:before, .tooltip:hover:after,
.tooltip-top:hover:before, .tooltip-top:hover:after {
[data-tooltip]:hover:before, [data-tooltip]:hover:after, .tooltip-container:hover:before,
.tooltip-container:hover .tooltip {
-webkit-transform: translateY(-12px);
-moz-transform: translateY(-12px);
transform: translateY(-12px);
}
/** Tooltips on the left */
.tooltip-left:before, .tooltip-left:after {
.tooltip-left:before, [data-tooltip].tooltip-left:after, .tooltip-left .tooltip {
right: 100%;
bottom: 50%;
left: auto;
@ -115,14 +118,14 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
border-left-color: hsla(0, 0%, 20%, 0.9);
}
.tooltip-left:hover:before, .tooltip-left:hover:after {
.tooltip-left:hover:before, [data-tooltip].tooltip-left:hover:after, .tooltip-left:hover .tooltip {
-webkit-transform: translateX(-12px);
-moz-transform: translateX(-12px);
transform: translateX(-12px);
}
/** Tooltips on the bottom */
.tooltip-bottom:before, .tooltip-bottom:after {
.tooltip-bottom:before, [data-tooltip].tooltip-bottom:after, .tooltip-bottom .tooltip {
top: 100%;
bottom: auto;
left: 50%;
@ -136,14 +139,15 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
border-bottom-color: hsla(0, 0%, 20%, 0.9);
}
.tooltip-bottom:hover:before, .tooltip-bottom:hover:after {
.tooltip-bottom:hover:before, [data-tooltip].tooltip-bottom:hover:after,
.tooltip-bottom:hover .tooltip {
-webkit-transform: translateY(12px);
-moz-transform: translateY(12px);
transform: translateY(12px);
}
/** Tooltips on the right */
.tooltip-right:before, .tooltip-right:after {
.tooltip-right:before, [data-tooltip].tooltip-right:after, .tooltip-right .tooltip {
bottom: 50%;
left: 100%;
}
@ -156,7 +160,8 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
border-right-color: hsla(0, 0%, 20%, 0.9);
}
.tooltip-right:hover:before, .tooltip-right:hover:after {
.tooltip-right:hover:before, [data-tooltip].tooltip-right:hover:after,
.tooltip-right:hover .tooltip {
-webkit-transform: translateX(12px);
-moz-transform: translateX(12px);
transform: translateX(12px);
@ -168,7 +173,16 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
}
/** Center content vertically for tooltips ont he left and right */
.tooltip-left:after, .tooltip-right:after {
[data-tooltip].tooltip-left:after, [data-tooltip].tooltip-right:after,
.tooltip-left .tooltip, .tooltip-right .tooltip {
margin-left: 0;
margin-bottom: -16px;
}
.tooltip ul, .tooltip ol {
padding-left: 1rem;
}
.tooltip :last-child {
margin-bottom: 0;
}

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@ -111,7 +111,7 @@
</div>
{% endmacro %}
{% macro ItemDict(option_name, option, world) %}
{% macro ItemDict(option_name, option) %}
{{ OptionTitle(option_name, option) }}
<div class="option-container">
{% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
@ -135,7 +135,7 @@
</div>
{% endmacro %}
{% macro LocationSet(option_name, option, world) %}
{% macro LocationSet(option_name, option) %}
{{ OptionTitle(option_name, option) }}
<div class="option-container">
{% for group_name in world.location_name_groups.keys()|sort %}
@ -158,7 +158,7 @@
</div>
{% endmacro %}
{% macro ItemSet(option_name, option, world) %}
{% macro ItemSet(option_name, option) %}
{{ OptionTitle(option_name, option) }}
<div class="option-container">
{% for group_name in world.item_name_groups.keys()|sort %}
@ -196,7 +196,18 @@
{% macro OptionTitle(option_name, option) %}
<label for="{{ option_name }}">
{{ option.display_name|default(option_name) }}:
<span class="interactive" data-tooltip="{{(option.__doc__ | default("Please document me!"))|replace('\n ', '\n')|escape|trim}}">(?)</span>
<span
class="interactive tooltip-container"
{% if not (option.rich_text_doc | default(world.web.rich_text_options_doc, true)) %}
data-tooltip="{{(option.__doc__ | default("Please document me!"))|replace('\n ', '\n')|escape|trim}}"
{% endif %}>
(?)
{% if option.rich_text_doc | default(world.web.rich_text_options_doc, true) %}
<div class="tooltip">
{{ option.__doc__ | default("**Please document me!**") | rst_to_html | safe }}
</div>
{% endif %}
</span>
</label>
{% endmacro %}

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@ -1,5 +1,5 @@
{% extends 'pageWrapper.html' %}
{% import 'playerOptions/macros.html' as inputs %}
{% import 'playerOptions/macros.html' as inputs with context %}
{% block head %}
<title>{{ world_name }} Options</title>
@ -94,16 +94,16 @@
{{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
{{ inputs.ItemDict(option_name, option, world) }}
{{ inputs.ItemDict(option_name, option) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }}
{% elif issubclass(option, Options.LocationSet) and option.verify_location_name %}
{{ inputs.LocationSet(option_name, option, world) }}
{{ inputs.LocationSet(option_name, option) }}
{% elif issubclass(option, Options.ItemSet) and option.verify_item_name %}
{{ inputs.ItemSet(option_name, option, world) }}
{{ inputs.ItemSet(option_name, option) }}
{% elif issubclass(option, Options.OptionSet) and option.valid_keys %}
{{ inputs.OptionSet(option_name, option) }}
@ -134,16 +134,16 @@
{{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
{{ inputs.ItemDict(option_name, option, world) }}
{{ inputs.ItemDict(option_name, option) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }}
{% elif issubclass(option, Options.LocationSet) and option.verify_location_name %}
{{ inputs.LocationSet(option_name, option, world) }}
{{ inputs.LocationSet(option_name, option) }}
{% elif issubclass(option, Options.ItemSet) and option.verify_item_name %}
{{ inputs.ItemSet(option_name, option, world) }}
{{ inputs.ItemSet(option_name, option) }}
{% elif issubclass(option, Options.OptionSet) and option.valid_keys %}
{{ inputs.OptionSet(option_name, option) }}

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@ -85,6 +85,50 @@ class ExampleWorld(World):
options: ExampleGameOptions
```
### Option Documentation
Options' [docstrings] are used as their user-facing documentation. They're displayed on the WebHost setup page when a
user hovers over the yellow "(?)" icon, and included in the YAML templates generated for each game.
[docstrings]: /docs/world%20api.md#docstrings
The WebHost can display Option documentation either as plain text with all whitespace preserved (other than the base
indentation), or as HTML generated from the standard Python [reStructuredText] format. Although plain text is the
default for backwards compatibility, world authors are encouraged to write their Option documentation as
reStructuredText and enable rich text rendering by setting `World.rich_text_options_doc = True`.
[reStructuredText]: https://docutils.sourceforge.io/rst.html
```python
from worlds.AutoWorld import WebWorld
class ExampleWebWorld(WebWorld):
# Render all this world's options as rich text.
rich_text_options_doc = True
```
You can set a single option to use rich or plain text by setting
`Option.rich_text_doc`.
```python
from Options import Toggle, Range, Choice, PerGameCommonOptions
class Difficulty(Choice):
"""Sets overall game difficulty.
- **Easy:** All enemies die in one hit.
- **Normal:** Enemies and the player both have normal health bars.
- **Hard:** The player dies in one hit."""
display_name = "Difficulty"
rich_text_doc = True
option_easy = 0
option_normal = 1
option_hard = 2
default = 1
```
### Option Groups
Options may be categorized into groups for display on the WebHost. Option groups are displayed in the order specified
by your world on the player-options and weighted-options pages. In the generated template files, there will be a comment

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@ -56,6 +56,12 @@ webhost:
* `options_page` can be changed to a link instead of an AP-generated options page.
* `rich_text_options_doc` controls whether [Option documentation] uses plain text (`False`) or rich text (`True`). It
defaults to `False`, but world authors are encouraged to set it to `True` for nicer-looking documentation that looks
good on both the WebHost and the YAML template.
[Option documentation]: /docs/options%20api.md#option-documentation
* `theme` to be used for your game-specific AP pages. Available themes:
| dirt | grass (default) | grassFlowers | ice | jungle | ocean | partyTime | stone |

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@ -223,6 +223,21 @@ class WebWorld(metaclass=WebWorldRegister):
option_groups: ClassVar[List[OptionGroup]] = []
"""Ordered list of option groupings. Any options not set in a group will be placed in a pre-built "Game Options"."""
rich_text_options_doc = False
"""Whether the WebHost should render Options' docstrings as rich text.
If this is True, Options' docstrings are interpreted as reStructuredText_,
the standard Python markup format. In the WebHost, they're rendered to HTML
so that lists, emphasis, and other rich text features are displayed
properly.
If this is False, the docstrings are instead interpreted as plain text, and
displayed as-is on the WebHost with whitespace preserved. For backwards
compatibility, this is the default.
.. _reStructuredText: https://docutils.sourceforge.io/rst.html
"""
location_descriptions: Dict[str, str] = {}
"""An optional map from location names (or location group names) to brief descriptions for users."""

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@ -128,3 +128,4 @@ from .AutoWorld import AutoWorldRegister
network_data_package: DataPackage = {
"games": {world_name: world.get_data_package_data() for world_name, world in AutoWorldRegister.world_types.items()},
}

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@ -16,6 +16,7 @@ from .regions import create_regions
class LingoWebWorld(WebWorld):
option_groups = lingo_option_groups
rich_text_options_doc = True
theme = "grass"
tutorials = [Tutorial(
"Multiworld Setup Guide",

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@ -9,8 +9,12 @@ from .items import TRAP_ITEMS
class ShuffleDoors(Choice):
"""If on, opening doors will require their respective "keys".
In "simple", doors are sorted into logical groups, which are all opened by receiving an item.
In "complex", the items are much more granular, and will usually only open a single door each."""
- **Simple:** Doors are sorted into logical groups, which are all opened by
receiving an item.
- **Complex:** The items are much more granular, and will usually only open
a single door each.
"""
display_name = "Shuffle Doors"
option_none = 0
option_simple = 1
@ -19,24 +23,37 @@ class ShuffleDoors(Choice):
class ProgressiveOrangeTower(DefaultOnToggle):
"""When "Shuffle Doors" is on, this setting governs the manner in which the Orange Tower floors open up.
If off, there is an item for each floor of the tower, and each floor's item is the only one needed to access that floor.
If on, there are six progressive items, which open up the tower from the bottom floor upward.
- **Off:** There is an item for each floor of the tower, and each floor's
item is the only one needed to access that floor.
- **On:** There are six progressive items, which open up the tower from the
bottom floor upward.
"""
display_name = "Progressive Orange Tower"
class ProgressiveColorful(DefaultOnToggle):
"""When "Shuffle Doors" is on "complex", this setting governs the manner in which The Colorful opens up.
If off, there is an item for each room of The Colorful, meaning that random rooms in the middle of the sequence can open up without giving you access to them.
If on, there are ten progressive items, which open up the sequence from White forward."""
- **Off:** There is an item for each room of The Colorful, meaning that
random rooms in the middle of the sequence can open up without giving you
access to them.
- **On:** There are ten progressive items, which open up the sequence from
White forward.
"""
display_name = "Progressive Colorful"
class LocationChecks(Choice):
"""Determines what locations are available.
On "normal", there will be a location check for each panel set that would ordinarily open a door, as well as for achievement panels and a small handful of other panels.
On "reduced", many of the locations that are associated with opening doors are removed.
On "insanity", every individual panel in the game is a location check."""
- **Normal:** There will be a location check for each panel set that would
ordinarily open a door, as well as for achievement panels and a small
handful of other panels.
- **Reduced:** Many of the locations that are associated with opening doors
are removed.
- **Insanity:** Every individual panel in the game is a location check.
"""
display_name = "Location Checks"
option_normal = 0
option_reduced = 1
@ -44,16 +61,20 @@ class LocationChecks(Choice):
class ShuffleColors(DefaultOnToggle):
"""
If on, an item is added to the pool for every puzzle color (besides White).
You will need to unlock the requisite colors in order to be able to solve puzzles of that color.
"""If on, an item is added to the pool for every puzzle color (besides White).
You will need to unlock the requisite colors in order to be able to solve
puzzles of that color.
"""
display_name = "Shuffle Colors"
class ShufflePanels(Choice):
"""If on, the puzzles on each panel are randomized.
On "rearrange", the puzzles are the same as the ones in the base game, but are placed in different areas."""
On "rearrange", the puzzles are the same as the ones in the base game, but
are placed in different areas.
"""
display_name = "Shuffle Panels"
option_none = 0
option_rearrange = 1
@ -66,22 +87,26 @@ class ShufflePaintings(Toggle):
class EnablePilgrimage(Toggle):
"""Determines how the pilgrimage works.
If on, you are required to complete a pilgrimage in order to access the Pilgrim Antechamber.
If off, the pilgrimage will be deactivated, and the sun painting will be added to the pool, even if door shuffle is off."""
- **On:** You are required to complete a pilgrimage in order to access the
Pilgrim Antechamber.
- **Off:** The pilgrimage will be deactivated, and the sun painting will be
added to the pool, even if door shuffle is off.
"""
display_name = "Enable Pilgrimage"
class PilgrimageAllowsRoofAccess(DefaultOnToggle):
"""
If on, you may use the Crossroads roof access during a pilgrimage (and you may be expected to do so).
"""If on, you may use the Crossroads roof access during a pilgrimage (and you may be expected to do so).
Otherwise, pilgrimage will be deactivated when going up the stairs.
"""
display_name = "Allow Roof Access for Pilgrimage"
class PilgrimageAllowsPaintings(DefaultOnToggle):
"""
If on, you may use paintings during a pilgrimage (and you may be expected to do so).
"""If on, you may use paintings during a pilgrimage (and you may be expected to do so).
Otherwise, pilgrimage will be deactivated when going through a painting.
"""
display_name = "Allow Paintings for Pilgrimage"
@ -89,11 +114,17 @@ class PilgrimageAllowsPaintings(DefaultOnToggle):
class SunwarpAccess(Choice):
"""Determines how access to sunwarps works.
On "normal", all sunwarps are enabled from the start.
On "disabled", all sunwarps are disabled. Pilgrimage must be disabled when this is used.
On "unlock", sunwarps start off disabled, and all six activate once you receive an item.
On "individual", sunwarps start off disabled, and each has a corresponding item that unlocks it.
On "progressive", sunwarps start off disabled, and they unlock in order using a progressive item."""
- **Normal:** All sunwarps are enabled from the start.
- **Disabled:** All sunwarps are disabled. Pilgrimage must be disabled when
this is used.
- **Unlock:** Sunwarps start off disabled, and all six activate once you
receive an item.
- **Individual:** Sunwarps start off disabled, and each has a corresponding
item that unlocks it.
- **Progressive:** Sunwarps start off disabled, and they unlock in order
using a progressive item.
"""
display_name = "Sunwarp Access"
option_normal = 0
option_disabled = 1
@ -109,10 +140,16 @@ class ShuffleSunwarps(Toggle):
class VictoryCondition(Choice):
"""Change the victory condition.
On "the_end", the goal is to solve THE END at the top of the tower.
On "the_master", the goal is to solve THE MASTER at the top of the tower, after getting the number of achievements specified in the Mastery Achievements option.
On "level_2", the goal is to solve LEVEL 2 in the second room, after solving the number of panels specified in the Level 2 Requirement option.
On "pilgrimage", the goal is to solve PILGRIM in the Pilgrim Antechamber, typically after performing a Pilgrimage."""
- **The End:** the goal is to solve THE END at the top of the tower.
- **The Master:** The goal is to solve THE MASTER at the top of the tower,
after getting the number of achievements specified in the Mastery
Achievements option.
- **Level 2:** The goal is to solve LEVEL 2 in the second room, after
solving the number of panels specified in the Level 2 Requirement option.
- **Pilgrimage:** The goal is to solve PILGRIM in the Pilgrim Antechamber,
typically after performing a Pilgrimage.
"""
display_name = "Victory Condition"
option_the_end = 0
option_the_master = 1
@ -122,9 +159,12 @@ class VictoryCondition(Choice):
class MasteryAchievements(Range):
"""The number of achievements required to unlock THE MASTER.
In the base game, 21 achievements are needed.
If you include The Scientific and The Unchallenged, which are in the base game but are not counted for mastery, 23 would be required.
If you include the custom achievement (The Wanderer), 24 would be required.
- In the base game, 21 achievements are needed.
- If you include The Scientific and The Unchallenged, which are in the base
game but are not counted for mastery, 23 would be required.
- If you include the custom achievement (The Wanderer), 24 would be
required.
"""
display_name = "Mastery Achievements"
range_start = 1
@ -134,9 +174,10 @@ class MasteryAchievements(Range):
class Level2Requirement(Range):
"""The number of panel solves required to unlock LEVEL 2.
In the base game, 223 are needed.
Note that this count includes ANOTHER TRY.
When set to 1, the panel hunt is disabled, and you can access LEVEL 2 for free.
In the base game, 223 are needed. Note that this count includes ANOTHER TRY.
When set to 1, the panel hunt is disabled, and you can access LEVEL 2 for
free.
"""
display_name = "Level 2 Requirement"
range_start = 1
@ -145,9 +186,10 @@ class Level2Requirement(Range):
class EarlyColorHallways(Toggle):
"""
When on, a painting warp to the color hallways area will appear in the starting room.
This lets you avoid being trapped in the starting room for long periods of time when door shuffle is on.
"""When on, a painting warp to the color hallways area will appear in the starting room.
This lets you avoid being trapped in the starting room for long periods of
time when door shuffle is on.
"""
display_name = "Early Color Hallways"
@ -161,8 +203,8 @@ class TrapPercentage(Range):
class TrapWeights(OptionDict):
"""
Specify the distribution of traps that should be placed into the pool.
"""Specify the distribution of traps that should be placed into the pool.
If you don't want a specific type of trap, set the weight to zero.
"""
display_name = "Trap Weights"