import os.path import typing import logging from Options import Choice, Option, Toggle, DefaultOnToggle, Range, FreeText from collections import defaultdict DefaultOffToggle = Toggle logger = logging.getLogger("Link's Awakening Logger") class LADXROption: def to_ladxr_option(self, all_options): if not self.ladxr_name: return None, None return (self.ladxr_name, self.name_lookup[self.value].replace("_", "")) class Logic(Choice, LADXROption): """Affects where items are allowed to be placed. [Normal] Playable without using any tricks or glitches. Can require knowledge from a vanilla playthrough, such as how to open Color Dungeon. [Hard] More advanced techniques may be required, but glitches are not. Examples include tricky jumps, killing enemies with only pots. [Glitched] Advanced glitches and techniques may be required, but extremely difficult or tedious tricks are not required. Examples include Bomb Triggers, Super Jumps and Jesus Jumps. [Hell] Obscure knowledge and hard techniques may be required. Examples include featherless jumping with boots and/or hookshot, sequential pit buffers and unclipped superjumps. Things in here can be extremely hard to do or very time consuming.""" display_name = "Logic" ladxr_name = "logic" # option_casual = 0 option_normal = 1 option_hard = 2 option_glitched = 3 option_hell = 4 default = option_normal class TradeQuest(DefaultOffToggle, LADXROption): """ On - adds the trade items to the pool (the trade locations will always be local items) Off - (default) doesn't add them """ ladxr_name = "tradequest" class Boomerang(Choice): """ [Normal], requires Magnifying Lens to get the boomerang. [Gift], The boomerang salesman will give you a random item, and the boomerang is shuffled. """ normal = 0 gift = 1 default = gift # TODO: translate to lttp parlance class EntranceShuffle(Choice, LADXROption): """ [WARNING] Experimental, may break generation Randomizes where overworld entrances lead to. [Simple] Single-entrance caves/houses that have items are shuffled amongst each other. [Advanced] Simple, but two-way connector caves are shuffled in their own pool as well. [Expert] Advanced, but caves/houses without items are also shuffled into the Simple entrance pool. [Insanity] Expert, but the Raft Minigame hut and Mamu's cave are added to the non-connector pool. If random start location and/or dungeon shuffle is enabled, then these will be shuffled with all the non-connector entrance pool. Note, some entrances can lead into water, use the warp-to-home from the save&quit menu to escape this.""" option_none = 0 option_simple = 1 #option_advanced = 2 #option_expert = 3 #option_insanity = 4 default = option_none ladxr_name = "entranceshuffle" class DungeonShuffle(DefaultOffToggle, LADXROption): """ [WARNING] Experimental, may break generation Randomizes """ ladxr_name = "dungeonshuffle" class BossShuffle(Choice): none = 0 shuffle = 1 random = 2 default = none class DungeonItemShuffle(Choice): option_original_dungeon = 0 option_own_dungeons = 1 option_own_world = 2 option_any_world = 3 option_different_world = 4 #option_delete = 5 #option_start_with = 6 alias_true = 3 alias_false = 0 class ShuffleNightmareKeys(DungeonItemShuffle): """ Shuffle Nightmare Keys """ ladxr_item = "NIGHTMARE_KEY" class ShuffleSmallKeys(DungeonItemShuffle): """ Shuffle Small Keys """ ladxr_item = "KEY" class ShuffleMaps(DungeonItemShuffle): """ Shuffle Dungeon Maps """ ladxr_item = "MAP" class ShuffleCompasses(DungeonItemShuffle): """ Shuffle Dungeon Compasses """ ladxr_item = "COMPASS" class ShuffleStoneBeaks(DungeonItemShuffle): """ Shuffle Owl Beaks """ ladxr_item = "STONE_BEAK" class Goal(Choice, LADXROption): """ [Instruments] The Wind Fish's Egg will only open if you have the required number of Instruments of the Sirens, and play the Ballad of the Wind Fish. [Seashells] The Egg will open when you bring 20 seashells. The Ballad and Ocarina are not needed. [Open] The Egg will start pre-opened. """ display_name = "Goal" ladxr_name = "goal" option_instruments = 1 option_seashells = 2 option_open = 3 default = option_instruments def to_ladxr_option(self, all_options): if self.value == self.option_instruments: return ("goal", all_options["instrument_count"]) else: return LADXROption.to_ladxr_option(self, all_options) class InstrumentCount(Range, LADXROption): ladxr_name = None range_start = 0 range_end = 8 default = 8 #class SeashellCount(Range): # range_start = 0 # range_end = 20 # default = 20 # Setting('goal', 'Gameplay', 'G', 'Goal', options=[('8', '8', '8 instruments'), ('7', '7', '7 instruments'), ('6', '6', '6 instruments'), # ('5', '5', '5 instruments'), ('4', '4', '4 instruments'), ('3', '3', '3 instruments'), # ('2', '2', '2 instruments'), ('1', '1', '1 instrument'), ('0', '0', 'No instruments'), # ('open', 'O', 'Egg already open'), ('random', 'R', 'Random instrument count'), # ('open-4', '<', 'Random short game (0-4)'), ('5-8', '>', 'Random long game (5-8)'), # ('seashells', 'S', 'Seashell hunt (20)'), ('bingo', 'b', 'Bingo!'), # ('bingo-full', 'B', 'Bingo-25!')], default='8', # description="""Changes the goal of the game. # [1-8 instruments], number of instruments required to open the egg. # [No instruments] open the egg without instruments, still requires the ocarina with the balled of the windfish # [Egg already open] the egg is already open, just head for it once you have the items needed to defeat the boss. # [Randomized instrument count] random number of instruments required to open the egg, between 0 and 8. # [Random short/long game] random number of instruments required to open the egg, chosen between 0-4 and 5-8 respectively. # [Seashell hunt] egg will open once you collected 20 seashells. Instruments are replaced by seashells and shuffled. # [Bingo] Generate a 5x5 bingo board with various goals. Complete one row/column or diagonal to win! # [Bingo-25] Bingo, but need to fill the whole bingo card to win!"""), class ItemPool(Choice): """Effects which items are shuffled. [Casual] Places multiple copies of key items. [More keys] Adds additional small/nightmare keys so that dungeons are faster. [Path of Pain]. Adds negative heart containers to the item pool.""" casual = 0 more_keys = 1 normal = 2 painful = 3 default = normal # Setting('hpmode', 'Gameplay', 'm', 'Health mode', options=[('default', '', 'Normal'), ('inverted', 'i', 'Inverted'), ('1', '1', 'Start with 1 heart'), ('low', 'l', 'Low max')], default='default', # description=""" # [Normal} health works as you would expect. # [Inverted] you start with 9 heart containers, but killing a boss will take a heartcontainer instead of giving one. # [Start with 1] normal game, you just start with 1 heart instead of 3. # [Low max] replace heart containers with heart pieces."""), # Setting('hardmode', 'Gameplay', 'X', 'Hard mode', options=[('none', '', 'Disabled'), ('oracle', 'O', 'Oracle'), ('hero', 'H', 'Hero'), ('ohko', '1', 'One hit KO')], default='none', # description=""" # [Oracle] Less iframes and heath from drops. Bombs damage yourself. Water damages you without flippers. No piece of power or acorn. # [Hero] Switch version hero mode, double damage, no heart/fairy drops. # [One hit KO] You die on a single hit, always."""), # Setting('steal', 'Gameplay', 't', 'Stealing from the shop', # options=[('always', 'a', 'Always'), ('never', 'n', 'Never'), ('default', '', 'Normal')], default='default', # description="""Effects when you can steal from the shop. Stealing is bad and never in logic. # [Normal] requires the sword before you can steal. # [Always] you can always steal from the shop # [Never] you can never steal from the shop."""), class Bowwow(Choice): """Allows BowWow to be taken into any area. Certain enemies and bosses are given a new weakness to BowWow. [Normal] BowWow is in the item pool, but can be logically expected as a damage source. [Swordless] The progressive swords are removed from the item pool. """ normal = 0 swordless = 1 default = normal class Overworld(Choice, LADXROption): """ [Dungeon Dive] Create a different overworld where all the dungeons are directly accessible and almost no chests are located in the overworld. [Tiny dungeons] All dungeons only consist of a boss fight and a instrument reward. Rest of the dungeon is removed. """ display_name = "Overworld" ladxr_name = "overworld" option_normal = 0 option_dungeon_dive = 1 option_tiny_dungeons = 2 # option_shuffled = 3 default = option_normal # Ugh, this will change what 'progression' means?? #Setting('owlstatues', 'Special', 'o', 'Owl statues', options=[('', '', 'Never'), ('dungeon', 'D', 'In dungeons'), ('overworld', 'O', 'On the overworld'), ('both', 'B', 'Dungeons and Overworld')], default='', # description='Replaces the hints from owl statues with additional randomized items'), #Setting('superweapons', 'Special', 'q', 'Enable super weapons', default=False, # description='All items will be more powerful, faster, harder, bigger stronger. You name it.'), #Setting('quickswap', 'User options', 'Q', 'Quickswap', options=[('none', '', 'Disabled'), ('a', 'a', 'Swap A button'), ('b', 'b', 'Swap B button')], default='none', # description='Adds that the select button swaps with either A or B. The item is swapped with the top inventory slot. The map is not available when quickswap is enabled.', # aesthetic=True), # Setting('textmode', 'User options', 'f', 'Text mode', options=[('fast', '', 'Fast'), ('default', 'd', 'Normal'), ('none', 'n', 'No-text')], default='fast', # description="""[Fast] makes text appear twice as fast. # [No-Text] removes all text from the game""", aesthetic=True), # Setting('lowhpbeep', 'User options', 'p', 'Low HP beeps', options=[('none', 'D', 'Disabled'), ('slow', 'S', 'Slow'), ('default', 'N', 'Normal')], default='slow', # description='Slows or disables the low health beeping sound', aesthetic=True), # Setting('noflash', 'User options', 'l', 'Remove flashing lights', default=True, # description='Remove the flashing light effects from Mamu, shopkeeper and MadBatter. Useful for capture cards and people that are sensitive for these things.', # aesthetic=True), # Setting('nagmessages', 'User options', 'S', 'Show nag messages', default=False, # description='Enables the nag messages normally shown when touching stones and crystals', # aesthetic=True), # Setting('gfxmod', 'User options', 'c', 'Graphics', options=gfx_options, default='', # description='Generally affects at least Link\'s sprite, but can alter any graphics in the game', # aesthetic=True), # Setting('linkspalette', 'User options', 'C', "Link's color", # options=[('-1', '-', 'Normal'), ('0', '0', 'Green'), ('1', '1', 'Yellow'), ('2', '2', 'Red'), ('3', '3', 'Blue'), # ('4', '4', '?? A'), ('5', '5', '?? B'), ('6', '6', '?? C'), ('7', '7', '?? D')], default='-1', aesthetic=True, # description="""Allows you to force a certain color on link. # [Normal] color of link depends on the tunic. # [Green/Yellow/Red/Blue] forces link into one of these colors. # [?? A/B/C/D] colors of link are usually inverted and color depends on the area you are in."""), # Setting('music', 'User options', 'M', 'Music', options=[('', '', 'Default'), ('random', 'r', 'Random'), ('off', 'o', 'Disable')], default='', # description=""" # [Random] Randomizes overworld and dungeon music' # [Disable] no music in the whole game""", # aesthetic=True), class LinkPalette(Choice, LADXROption): """ A-D are color palettes usually used during the damage animation and can change based on where you are. """ display_name = "Links Palette" ladxr_name = "linkspalette" option_normal = -1 option_green = 0 option_yellow = 1 option_red = 2 option_blue = 3 option_invert_a = 4 option_invert_b = 5 option_invert_c = 6 option_invert_d = 7 default = option_normal def to_ladxr_option(self, all_options): return self.ladxr_name, str(self.value) class TrendyGame(Choice): """ [Easy] All of the items hold still for you [Normal] The vanilla behavior [Hard] ? [Harder] ??? [Hardest] ???? [Impossible] ????? """ option_easy = 0 option_normal = 1 option_hard = 2 option_harder = 3 option_hardest = 4 option_impossible = 5 default = option_normal class GfxMod(FreeText, LADXROption): """ options here correlate with sprite and name files in data/sprites/ladx """ display_name = "GFX Modification" ladxr_name = "gfxmod" normal = '' default = 'Link' __spriteFiles: typing.DefaultDict[str, typing.List[str]] = defaultdict(list) __spriteDir = os.path.join('data', 'sprites','ladx') extensions = [".bin", ".bdiff", ".png", ".bmp"] def __init__(self, value: str): super().__init__(value) if not GfxMod.__spriteFiles: for file in os.listdir(GfxMod.__spriteDir): name, extension = os.path.splitext(file) if extension in self.extensions: GfxMod.__spriteFiles[name].append(file) def to_ladxr_option(self, all_options): if self.value == -1 or self.value == "Link": return None, None elif self.value in GfxMod.__spriteFiles: if len(GfxMod.__spriteFiles[self.value]) > 1: logger.warning(f"{self.value} does not uniquely identify a file. Possible matches: {GfxMod.__spriteFiles[self.value]}. Using {GfxMod.__spriteFiles[self.value][0]}") return self.ladxr_name, GfxMod.__spriteFiles[self.value][0] return self.ladxr_name, GfxMod.__spriteFiles[self.value][0] logger.error(f"Spritesheet {self.value} not found. Falling back to default sprite.") return None, None class Palette(Choice): option_normal = 0 option_1bit = 1 option_2bit = 2 option_greyscale = 3 option_pink = 4 option_inverted = 5 links_awakening_options: typing.Dict[str, typing.Type[Option]] = { 'logic': Logic, # 'heartpiece': DefaultOnToggle, # description='Includes heart pieces in the item pool'), # 'seashells': DefaultOnToggle, # description='Randomizes the secret sea shells hiding in the ground/trees. (chest are always randomized)'), # 'heartcontainers': DefaultOnToggle, # description='Includes boss heart container drops in the item pool'), # 'instruments': DefaultOffToggle, # description='Instruments are placed on random locations, dungeon goal will just contain a random item.'), 'tradequest': TradeQuest, # description='Trade quest items are randomized, each NPC takes its normal trade quest item, but gives a random item'), # 'witch': DefaultOnToggle, # description='Adds both the toadstool and the reward for giving the toadstool to the witch to the item pool'), # 'rooster': DefaultOnToggle, # description='Adds the rooster to the item pool. Without this option, the rooster spot is still a check giving an item. But you will never find the rooster. Any rooster spot is accessible without rooster by other means.'), # 'boomerang': Boomerang, # 'randomstartlocation': DefaultOffToggle, # 'Randomize where your starting house is located'), 'experimental_dungeon_shuffle': DungeonShuffle, # 'Randomizes the dungeon that each dungeon entrance leads to'), 'experimental_entrance_shuffle': EntranceShuffle, # 'bossshuffle': BossShuffle, # 'minibossshuffle': BossShuffle, 'goal': Goal, 'instrument_count': InstrumentCount, # 'itempool': ItemPool, # 'bowwow': Bowwow, # 'overworld': Overworld, 'link_palette': LinkPalette, 'trendy_game': TrendyGame, 'gfxmod': GfxMod, 'palette': Palette, 'shuffle_nightmare_keys': ShuffleNightmareKeys, 'shuffle_small_keys': ShuffleSmallKeys, 'shuffle_maps': ShuffleMaps, 'shuffle_compasses': ShuffleCompasses, 'shuffle_stone_beaks': ShuffleStoneBeaks, }