Archipelago/worlds/lingo/options.py

127 lines
4.4 KiB
Python

from dataclasses import dataclass
from Options import Toggle, Choice, DefaultOnToggle, Range, PerGameCommonOptions
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."""
display_name = "Shuffle Doors"
option_none = 0
option_simple = 1
option_complex = 2
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.
"""
display_name = "Progressive Orange Tower"
class LocationChecks(Choice):
"""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."""
display_name = "Location Checks"
option_normal = 0
option_reduced = 1
option_insanity = 2
class ShuffleColors(Toggle):
"""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."""
display_name = "Shuffle Panels"
option_none = 0
option_rearrange = 1
class ShufflePaintings(Toggle):
"""If on, the destination, location, and appearance of the painting warps in the game will be randomized."""
display_name = "Shuffle Paintings"
class VictoryCondition(Choice):
"""Change the victory condition."""
display_name = "Victory Condition"
option_the_end = 0
option_the_master = 1
option_level_2 = 2
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.
"""
display_name = "Mastery Achievements"
range_start = 1
range_end = 24
default = 21
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.
"""
display_name = "Level 2 Requirement"
range_start = 2
range_end = 800
default = 223
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."""
display_name = "Early Color Hallways"
class TrapPercentage(Range):
"""Replaces junk items with traps, at the specified rate."""
display_name = "Trap Percentage"
range_start = 0
range_end = 100
default = 20
class PuzzleSkipPercentage(Range):
"""Replaces junk items with puzzle skips, at the specified rate."""
display_name = "Puzzle Skip Percentage"
range_start = 0
range_end = 100
default = 20
class DeathLink(Toggle):
"""If on: Whenever another player on death link dies, you will be returned to the starting room."""
display_name = "Death Link"
@dataclass
class LingoOptions(PerGameCommonOptions):
shuffle_doors: ShuffleDoors
progressive_orange_tower: ProgressiveOrangeTower
location_checks: LocationChecks
shuffle_colors: ShuffleColors
shuffle_panels: ShufflePanels
shuffle_paintings: ShufflePaintings
victory_condition: VictoryCondition
mastery_achievements: MasteryAchievements
level_2_requirement: Level2Requirement
early_color_hallways: EarlyColorHallways
trap_percentage: TrapPercentage
puzzle_skip_percentage: PuzzleSkipPercentage
death_link: DeathLink