537 lines
22 KiB
Python
537 lines
22 KiB
Python
import typing
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import re
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from .ExtractedData import logic_options, starts, pool_options
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from .Rules import cost_terms
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from Options import Option, DefaultOnToggle, Toggle, Choice, Range, OptionDict, NamedRange, DeathLink
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from .Charms import vanilla_costs, names as charm_names
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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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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
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StartLocation = type("StartLocation", (Choice,), {
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"__module__": __name__,
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"auto_display_name": False,
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"display_name": "Start Location",
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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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**locations,
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})
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del (locations)
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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\n for receiving randomized items.",
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"RandomizeFocus": "Removes the ability to focus and randomizes it into the item pool.",
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"RandomizeSwim": "Removes the ability to swim in water and randomizes it into the item pool.",
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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\n 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\n 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\n for randomization.",
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"RandomizeGrubs": "Randomize Grubs into the item pool and open their locations for randomization.",
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"RandomizeMimics": "Randomize Mimic 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\n 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\n for randomization. Does not include journal entries "
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"gained by killing enemies.",
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"RandomizeNail": "Removes the ability to swing the nail left, right and up, and shuffles these into the item pool.",
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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.\n 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\n 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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"RandomizeCharmNotches",
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"RandomizePaleOre",
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"RandomizeRancidEggs"
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"RandomizeRelics",
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"RandomizeStags",
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"RandomizeLifebloodCocoons"
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}
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shop_to_option = {
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"Seer": "SeerRewardSlots",
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"Grubfather": "GrubfatherRewardSlots",
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"Sly": "SlyShopSlots",
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"Sly_(Key)": "SlyKeyShopSlots",
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"Iselda": "IseldaShopSlots",
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"Salubra": "SalubraShopSlots",
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"Leg_Eater": "LegEaterShopSlots",
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"Salubra_(Requires_Charms)": "SalubraCharmShopSlots",
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"Egg_Shop": "EggShopSlots",
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}
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hollow_knight_randomize_options: typing.Dict[str, type(Option)] = {}
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splitter_pattern = re.compile(r'(?<!^)(?=[A-Z])')
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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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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 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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option.display_name = splitter_pattern.sub(" ", option_name)
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globals()[option.__name__] = option
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hollow_knight_randomize_options[option.__name__] = option
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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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# some options, such as elevator pass, appear in logic_options despite explicitly being
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# handled below as classes.
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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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option.display_name = splitter_pattern.sub(" ", option_name)
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globals()[option.__name__] = option
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hollow_knight_logic_options[option.__name__] = option
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class RandomizeElevatorPass(Toggle):
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"""Adds an Elevator Pass item to the item pool, which is then required to use the large elevators connecting
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City of Tears to the Forgotten Crossroads and Resting Grounds."""
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display_name = "Randomize Elevator Pass"
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default = False
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class SplitMothwingCloak(Toggle):
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"""Splits the Mothwing Cloak into left- and right-only versions of the item. Randomly adds a second left or
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right Mothwing cloak item which functions as the upgrade to Shade Cloak."""
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display_name = "Split Mothwing Cloak"
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default = False
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class SplitMantisClaw(Toggle):
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"""Splits the Mantis Claw into left- and right-only versions of the item."""
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display_name = "Split Mantis Claw"
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default = False
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class SplitCrystalHeart(Toggle):
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"""Splits the Crystal Heart into left- and right-only versions of the item."""
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display_name = "Split Crystal Heart"
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default = False
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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 Jiji.
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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 Jiji.
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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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display_name = "Maximum Charm Requirement"
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default = 20
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class MinimumGeoPrice(Range):
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"""The minimum geo price for items in geo shops."""
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display_name = "Minimum Geo Price"
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range_start = 1
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range_end = 200
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default = 1
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class MaximumGeoPrice(Range):
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"""The maximum geo price for items in geo shops."""
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display_name = "Maximum Geo Price"
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range_start = 1
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range_end = 2000
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default = 400
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class RandomCharmCosts(NamedRange):
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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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display_name = "Randomize Charm Notch Costs"
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range_start = 0
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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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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 SlyShopSlots(Range):
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"""For each extra slot, add a location to the Sly Shop and a filler item to the item pool."""
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display_name = "Sly Shop Slots"
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default = 8
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range_end = 16
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class SlyKeyShopSlots(Range):
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"""For each extra slot, add a location to the Sly Shop (requiring Shopkeeper's Key) and a filler item to the item
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pool."""
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display_name = "Sly Key Shop Slots"
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default = 6
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range_end = 16
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class IseldaShopSlots(Range):
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"""For each extra slot, add a location to the Iselda Shop and a filler item to the item pool."""
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display_name = "Iselda Shop Slots"
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default = 2
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range_end = 16
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class SalubraShopSlots(Range):
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"""For each extra slot, add a location to the Salubra Shop, and a filler item to the item pool."""
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display_name = "Salubra Shop Slots"
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default = 5
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range_start = 0
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range_end = 16
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class SalubraCharmShopSlots(Range):
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"""For each extra slot, add a location to the Salubra Shop (requiring Charms), and a filler item to the item
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pool."""
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display_name = "Salubra Charm Shop Slots"
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default = 5
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range_end = 16
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class LegEaterShopSlots(Range):
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"""For each extra slot, add a location to the Leg Eater Shop and a filler item to the item pool."""
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display_name = "Leg Eater Shop Slots"
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default = 3
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range_end = 16
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class GrubfatherRewardSlots(Range):
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"""For each extra slot, add a location to the Grubfather and a filler item to the item pool."""
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display_name = "Grubfather Reward Slots"
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default = 7
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range_end = 16
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class SeerRewardSlots(Range):
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"""For each extra slot, add a location to the Seer and a filler item to the item pool."""
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display_name = "Seer Reward Reward Slots"
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default = 8
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range_end = 16
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class EggShopSlots(Range):
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"""For each slot, add a location to the Egg Shop and a filler item 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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class ExtraShopSlots(Range):
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"""For each extra slot, add a location to a randomly chosen shop a filler item to the item pool.
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The Egg Shop will be excluded from this list unless it has at least one item.
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Shops are capped at 16 items each.
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"""
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display_name = "Additional Shop Slots"
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default = 0
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range_end = 9 * 16 # Number of shops x max slots per shop.
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class Goal(Choice):
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"""The goal required of you in order to complete your run in Archipelago."""
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display_name = "Goal"
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option_any = 0
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option_hollowknight = 1
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option_siblings = 2
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option_radiance = 3
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# Client support exists for this, but logic is a nightmare
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# option_godhome = 4
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default = 0
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class WhitePalace(Choice):
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"""
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Whether or not to include White Palace or not. Note: Even if excluded, the King Fragment check may still be
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required if charms are vanilla.
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"""
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display_name = "White Palace"
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option_exclude = 0 # No White Palace at all
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option_kingfragment = 1 # Include King Fragment check only
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option_nopathofpain = 2 # Exclude Path of Pain locations.
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option_include = 3 # Include all White Palace locations, including Path of Pain.
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default = 0
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class ExtraPlatforms(DefaultOnToggle):
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"""Places additional platforms to make traveling throughout Hallownest more convenient."""
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display_name = "Extra Platforms"
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class AddUnshuffledLocations(Toggle):
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"""Adds non-randomized locations to the location pool, which allows syncing
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of location state with co-op or automatic collection via collect.
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Note: This will increase the number of location checks required to purchase
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hints to the total maximum.
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"""
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display_name = "Add Unshuffled Locations"
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class DeathLinkShade(Choice):
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"""Sets whether to create a shade when you are killed by a DeathLink and how to handle your existing shade, if any.
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vanilla: DeathLink deaths function like any other death and overrides your existing shade (including geo), if any.
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shadeless: DeathLink deaths do not spawn shades. Your existing shade (including geo), if any, is untouched.
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shade: DeathLink deaths spawn a shade if you do not have an existing shade. Otherwise, it acts like shadeless.
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* This option has no effect if DeathLink is disabled.
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** Self-death shade behavior is not changed; if a self-death normally creates a shade in vanilla, it will override
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your existing shade, if any.
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"""
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option_vanilla = 0
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option_shadeless = 1
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option_shade = 2
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default = 2
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display_name = "Deathlink Shade Handling"
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class DeathLinkBreaksFragileCharms(Toggle):
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"""Sets if fragile charms break when you are killed by a DeathLink.
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* This option has no effect if DeathLink is disabled.
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** Self-death fragile charm behavior is not changed; if a self-death normally breaks fragile charms in vanilla, it
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will continue to do so.
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"""
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display_name = "Deathlink Breaks Fragile Charms"
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class StartingGeo(Range):
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"""The amount of starting geo you have."""
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display_name = "Starting Geo"
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range_start = 0
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range_end = 1000
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default = 0
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class CostSanity(Choice):
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"""If enabled, most locations with costs (like stag stations) will have randomly determined costs.
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If set to shopsonly, CostSanity will only apply to shops (including Grubfather, Seer and Egg Shop).
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If set to notshops, CostSanity will only apply to non-shops (e.g. Stag stations and Cornifer locations)
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These costs can be in Geo (except Grubfather, Seer and Eggshop), Grubs, Charms, Essence and/or Rancid Eggs
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"""
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option_off = 0
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alias_no = 0
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option_on = 1
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alias_yes = 1
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option_shopsonly = 2
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option_notshops = 3
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display_name = "Costsanity"
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|
|
|
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class CostSanityHybridChance(Range):
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"""The chance that a CostSanity cost will include two components instead of one, e.g. Grubs + Essence"""
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range_end = 100
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default = 10
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display_name = "Costsanity Hybrid Chance"
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|
|
|
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cost_sanity_weights: typing.Dict[str, type(Option)] = {}
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for term, cost in cost_terms.items():
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option_name = f"CostSanity{cost.option}Weight"
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display_name = f"Costsanity {cost.option} Weight"
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extra_data = {
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"__module__": __name__, "range_end": 1000,
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"__doc__": (
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f"The likelihood of Costsanity choosing a {cost.option} cost."
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" Chosen as a sum of all weights from other types."
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|
),
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"default": cost.weight
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|
}
|
|
if cost == 'GEO':
|
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extra_data["__doc__"] += " Geo costs will never be chosen for Grubfather, Seer, or Egg Shop."
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|
|
|
option = type(option_name, (Range,), extra_data)
|
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option.display_name = display_name
|
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globals()[option.__name__] = option
|
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cost_sanity_weights[option.__name__] = option
|
|
|
|
hollow_knight_options: typing.Dict[str, type(Option)] = {
|
|
**hollow_knight_randomize_options,
|
|
RandomizeElevatorPass.__name__: RandomizeElevatorPass,
|
|
**hollow_knight_logic_options,
|
|
**{
|
|
option.__name__: option
|
|
for option in (
|
|
StartLocation, Goal, WhitePalace, ExtraPlatforms, AddUnshuffledLocations, StartingGeo,
|
|
DeathLink, DeathLinkShade, DeathLinkBreaksFragileCharms,
|
|
MinimumGeoPrice, MaximumGeoPrice,
|
|
MinimumGrubPrice, MaximumGrubPrice,
|
|
MinimumEssencePrice, MaximumEssencePrice,
|
|
MinimumCharmPrice, MaximumCharmPrice,
|
|
RandomCharmCosts, PlandoCharmCosts,
|
|
MinimumEggPrice, MaximumEggPrice, EggShopSlots,
|
|
SlyShopSlots, SlyKeyShopSlots, IseldaShopSlots,
|
|
SalubraShopSlots, SalubraCharmShopSlots,
|
|
LegEaterShopSlots, GrubfatherRewardSlots,
|
|
SeerRewardSlots, ExtraShopSlots,
|
|
SplitCrystalHeart, SplitMothwingCloak, SplitMantisClaw,
|
|
CostSanity, CostSanityHybridChance
|
|
)
|
|
},
|
|
**cost_sanity_weights
|
|
}
|