V6: Use new options api (#2668)

* v6: Use new options API

* v6: Add display names for some options
This commit is contained in:
Yussur Mustafa Oraji 2024-01-16 13:38:19 +01:00 committed by GitHub
parent fe3bc8d6be
commit d000b52ae0
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4 changed files with 34 additions and 40 deletions

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@ -1,8 +1,10 @@
import typing import typing
from Options import Option, DeathLink, Range, Toggle from dataclasses import dataclass
from Options import Option, DeathLink, Range, Toggle, PerGameCommonOptions
class DoorCost(Range): class DoorCost(Range):
"""Amount of Trinkets required to enter Areas. Set to 0 to disable artificial locks.""" """Amount of Trinkets required to enter Areas. Set to 0 to disable artificial locks."""
display_name = "Door Cost"
range_start = 0 range_start = 0
range_end = 3 range_end = 3
default = 3 default = 3
@ -13,6 +15,7 @@ class AreaCostRandomizer(Toggle):
class DeathLinkAmnesty(Range): class DeathLinkAmnesty(Range):
"""Amount of Deaths to take before sending a DeathLink signal, for balancing difficulty""" """Amount of Deaths to take before sending a DeathLink signal, for balancing difficulty"""
display_name = "Death Link Amnesty"
range_start = 0 range_start = 0
range_end = 30 range_end = 30
default = 15 default = 15
@ -25,11 +28,11 @@ class MusicRandomizer(Toggle):
"""Randomize Music""" """Randomize Music"""
display_name = "Music Randomizer" display_name = "Music Randomizer"
v6_options: typing.Dict[str,type(Option)] = { @dataclass
"MusicRandomizer": MusicRandomizer, class V6Options(PerGameCommonOptions):
"AreaRandomizer": AreaRandomizer, music_rando: MusicRandomizer
"DoorCost": DoorCost, area_rando: AreaRandomizer
"AreaCostRandomizer": AreaCostRandomizer, door_cost: DoorCost
"death_link": DeathLink, area_cost: AreaCostRandomizer
"DeathLinkAmnesty": DeathLinkAmnesty death_link: DeathLink
} death_link_amnesty: DeathLinkAmnesty

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@ -31,14 +31,3 @@ def create_regions(world: MultiWorld, player: int):
locWrp_names = ["Edge Games"] locWrp_names = ["Edge Games"]
regWrp.locations += [V6Location(player, loc_name, location_table[loc_name], regWrp) for loc_name in locWrp_names] regWrp.locations += [V6Location(player, loc_name, location_table[loc_name], regWrp) for loc_name in locWrp_names]
world.regions.append(regWrp) world.regions.append(regWrp)
def connect_regions(world: MultiWorld, player: int, source: str, target: str, rule):
sourceRegion = world.get_region(source, player)
targetRegion = world.get_region(target, player)
connection = Entrance(player,'', sourceRegion)
connection.access_rule = rule
sourceRegion.exits.append(connection)
connection.connect(targetRegion)

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@ -1,6 +1,6 @@
import typing import typing
from ..generic.Rules import add_rule from ..generic.Rules import add_rule
from .Regions import connect_regions, v6areas from .Regions import v6areas
def _has_trinket_range(state, player, start, end) -> bool: def _has_trinket_range(state, player, start, end) -> bool:
@ -10,34 +10,36 @@ def _has_trinket_range(state, player, start, end) -> bool:
return True return True
def set_rules(world, player, area_connections: typing.Dict[int, int], area_cost_map: typing.Dict[int, int]): def set_rules(multiworld, options, player, area_connections: typing.Dict[int, int], area_cost_map: typing.Dict[int, int]):
areashuffle = list(range(len(v6areas))) areashuffle = list(range(len(v6areas)))
if world.AreaRandomizer[player].value: if options.area_rando:
world.random.shuffle(areashuffle) multiworld.random.shuffle(areashuffle)
area_connections.update({(index + 1): (value + 1) for index, value in enumerate(areashuffle)}) area_connections.update({(index + 1): (value + 1) for index, value in enumerate(areashuffle)})
area_connections.update({0: 0}) area_connections.update({0: 0})
if world.AreaCostRandomizer[player].value: if options.area_cost:
world.random.shuffle(areashuffle) multiworld.random.shuffle(areashuffle)
area_cost_map.update({(index + 1): (value + 1) for index, value in enumerate(areashuffle)}) area_cost_map.update({(index + 1): (value + 1) for index, value in enumerate(areashuffle)})
area_cost_map.update({0: 0}) area_cost_map.update({0: 0})
menu_region = multiworld.get_region("Menu", player)
for i in range(1, 5): for i in range(1, 5):
connect_regions(world, player, "Menu", v6areas[area_connections[i] - 1], target_region = multiworld.get_region(v6areas[area_connections[i] - 1], player)
lambda state, i=i: _has_trinket_range(state, player, menu_region.connect(connecting_region=target_region,
world.DoorCost[player].value * (area_cost_map[i] - 1), rule=lambda state, i=i: _has_trinket_range(state, player,
world.DoorCost[player].value * area_cost_map[i])) options.door_cost * (area_cost_map[i] - 1),
options.door_cost * area_cost_map[i]))
# Special Rule for V # Special Rule for V
add_rule(world.get_location("V", player), lambda state: state.can_reach("Laboratory", 'Region', player) and add_rule(multiworld.get_location("V", player), lambda state: state.can_reach("Laboratory", 'Region', player) and
state.can_reach("The Tower", 'Region', player) and state.can_reach("The Tower", 'Region', player) and
state.can_reach("Space Station 2", 'Region', player) and state.can_reach("Space Station 2", 'Region', player) and
state.can_reach("Warp Zone", 'Region', player)) state.can_reach("Warp Zone", 'Region', player))
# Special Rule for NPC Trinket # Special Rule for NPC Trinket
add_rule(world.get_location("NPC Trinket", player), add_rule(multiworld.get_location("NPC Trinket", player),
lambda state: state.can_reach("Laboratory", 'Region', player) or lambda state: state.can_reach("Laboratory", 'Region', player) or
(state.can_reach("The Tower", 'Region', player) and (state.can_reach("The Tower", 'Region', player) and
state.can_reach("Space Station 2", 'Region', player) and state.can_reach("Space Station 2", 'Region', player) and
state.can_reach("Warp Zone", 'Region', player))) state.can_reach("Warp Zone", 'Region', player)))
world.completion_condition[player] = lambda state: state.can_reach("V", 'Location', player) multiworld.completion_condition[player] = lambda state: state.can_reach("V", 'Location', player)

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@ -2,7 +2,7 @@ import typing
import os, json import os, json
from .Items import item_table, V6Item from .Items import item_table, V6Item
from .Locations import location_table, V6Location from .Locations import location_table, V6Location
from .Options import v6_options from .Options import V6Options
from .Rules import set_rules from .Rules import set_rules
from .Regions import create_regions from .Regions import create_regions
from BaseClasses import Item, ItemClassification, Tutorial from BaseClasses import Item, ItemClassification, Tutorial
@ -41,7 +41,7 @@ class V6World(World):
music_map: typing.Dict[int,int] music_map: typing.Dict[int,int]
option_definitions = v6_options options_dataclass = V6Options
def create_regions(self): def create_regions(self):
create_regions(self.multiworld, self.player) create_regions(self.multiworld, self.player)
@ -49,7 +49,7 @@ class V6World(World):
def set_rules(self): def set_rules(self):
self.area_connections = {} self.area_connections = {}
self.area_cost_map = {} self.area_cost_map = {}
set_rules(self.multiworld, self.player, self.area_connections, self.area_cost_map) set_rules(self.multiworld, self.options, self.player, self.area_connections, self.area_cost_map)
def create_item(self, name: str) -> Item: def create_item(self, name: str) -> Item:
return V6Item(name, ItemClassification.progression, item_table[name], self.player) return V6Item(name, ItemClassification.progression, item_table[name], self.player)
@ -61,7 +61,7 @@ class V6World(World):
def generate_basic(self): def generate_basic(self):
musiclist_o = [1,2,3,4,9,12] musiclist_o = [1,2,3,4,9,12]
musiclist_s = musiclist_o.copy() musiclist_s = musiclist_o.copy()
if self.multiworld.MusicRandomizer[self.player].value: if self.options.music_rando:
self.multiworld.random.shuffle(musiclist_s) self.multiworld.random.shuffle(musiclist_s)
self.music_map = dict(zip(musiclist_o, musiclist_s)) self.music_map = dict(zip(musiclist_o, musiclist_s))
@ -69,10 +69,10 @@ class V6World(World):
return { return {
"MusicRando": self.music_map, "MusicRando": self.music_map,
"AreaRando": self.area_connections, "AreaRando": self.area_connections,
"DoorCost": self.multiworld.DoorCost[self.player].value, "DoorCost": self.options.door_cost.value,
"AreaCostRando": self.area_cost_map, "AreaCostRando": self.area_cost_map,
"DeathLink": self.multiworld.death_link[self.player].value, "DeathLink": self.options.death_link.value,
"DeathLink_Amnesty": self.multiworld.DeathLinkAmnesty[self.player].value "DeathLink_Amnesty": self.options.death_link_amnesty.value
} }
def generate_output(self, output_directory: str): def generate_output(self, output_directory: str):