379 lines
13 KiB
Python
379 lines
13 KiB
Python
from dataclasses import dataclass
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from schema import And, Schema
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from Options import Choice, DefaultOnToggle, OptionDict, OptionGroup, PerGameCommonOptions, Range, Toggle
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from .data import static_logic as static_witness_logic
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from .data.item_definition_classes import ItemCategory, WeightedItemDefinition
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class DisableNonRandomizedPuzzles(Toggle):
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"""
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Disables puzzles that cannot be randomized.
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This includes many puzzles that heavily involve the environment, such as Shadows, Monastery or Orchard.
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The lasers for those areas will activate as you solve optional puzzles, such as Discarded Panels.
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Additionally, the panel activating the Jungle Popup Wall will be on from the start.
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"""
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display_name = "Disable non randomized puzzles"
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class EarlyCaves(Choice):
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"""
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Adds an item that opens the Caves Shortcuts to Swamp and Mountain, allowing early access to the Caves even if you are not playing a remote Door Shuffle mode.
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You can either add this item to the pool to be found in the multiworld, or you can outright start with it and have immediate access to the Caves.
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If you choose "Add To Pool" and you are already playing a remote Door Shuffle mode, this option will do nothing.
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"""
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display_name = "Early Caves"
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option_off = 0
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alias_false = 0
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option_add_to_pool = 1
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option_starting_inventory = 2
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alias_true = 2
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alias_on = 2
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class ShuffleSymbols(DefaultOnToggle):
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"""
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If on, you will need to unlock puzzle symbols as items to be able to solve the panels that contain those symbols.
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Please note that there is no minimum set of progression items in this randomizer.
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If you turn this option off and don't turn on door shuffle or obelisk keys, there will be no progression items, which will disallow you from adding your yaml to a multiworld generation.
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"""
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display_name = "Shuffle Symbols"
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class ShuffleLasers(Choice):
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"""
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If on, the 11 lasers are turned into items and will activate on their own upon receiving them.
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"""
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display_name = "Shuffle Lasers"
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option_off = 0
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alias_false = 0
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option_local = 1
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option_anywhere = 2
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alias_true = 2
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alias_on = 2
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class ShuffleDoors(Choice):
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"""
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If on, opening doors, moving bridges etc. will require a "key".
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- Panels: The panel on the door will be locked until receiving its corresponding key.
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- Doors: The door will open immediately upon receiving its key. Door panels are added as location checks.
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- Mixed: Includes all doors from "doors", and all control panels (bridges, elevators etc.) from "panels".
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"""
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display_name = "Shuffle Doors"
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option_off = 0
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option_panels = 1
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option_doors = 2
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option_mixed = 3
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class DoorGroupings(Choice):
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"""
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Controls how door items are grouped.
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- Off: There will be one key for each door, potentially resulting in upwards of 120 keys being added to the item pool.
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- Regional: All doors in the same general region will open at once with a single key, reducing the amount of door items and complexity.
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"""
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display_name = "Door Groupings"
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option_off = 0
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option_regional = 1
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class ShuffleBoat(DefaultOnToggle):
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"""
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If on, adds a "Boat" item to the item pool. Before receiving this item, you will not be able to use the boat.
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"""
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display_name = "Shuffle Boat"
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class ShuffleDiscardedPanels(Toggle):
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"""
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Adds Discarded Panels into the location pool.
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Even if this is off, solving certain Discarded Panels may still be necessary to beat the game - The main example of this being the alternate activation triggers in "Disable non randomized puzzles".
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"""
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display_name = "Shuffle Discarded Panels"
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class ShuffleVaultBoxes(Toggle):
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"""
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Adds Vault Boxes to the location pool.
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"""
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display_name = "Shuffle Vault Boxes"
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class ShuffleEnvironmentalPuzzles(Choice):
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"""
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Adds Environmental/Obelisk Puzzles into the location pool.
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- Individual: Every Environmental Puzzle sends an item.
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- Obelisk Sides: Completing every puzzle on one side of an Obelisk sends an item.
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Note: In Obelisk Sides, any EPs excluded through another option will be pre-completed on their Obelisk.
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"""
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display_name = "Shuffle Environmental Puzzles"
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option_off = 0
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option_individual = 1
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option_obelisk_sides = 2
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class ShuffleDog(Toggle):
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"""
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Adds petting the Town dog into the location pool.
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"""
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display_name = "Pet the Dog"
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class EnvironmentalPuzzlesDifficulty(Choice):
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"""
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When "Shuffle Environmental Puzzles" is on, this setting governs which EPs are eligible for the location pool.
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- Eclipse: Every EP in the game is eligible, including the 1-hour-long "Theater Eclipse EP".
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- Tedious Theater Eclipse EP is excluded from the location pool.
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- Normal: several other difficult or long EPs are excluded as well.
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"""
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display_name = "Environmental Puzzles Difficulty"
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option_normal = 0
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option_tedious = 1
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option_eclipse = 2
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class ObeliskKeys(DefaultOnToggle):
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"""
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Add one Obelisk Key item per Obelisk, locking you out of solving any of the associated Environmental Puzzles.
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Does nothing if "Shuffle Environmental Puzzles" is set to "off".
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"""
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display_name = "Obelisk Keys"
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class ShufflePostgame(Toggle):
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"""
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Adds locations into the pool that are guaranteed to become accessible after or at the same time as your goal.
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Use this if you don't play with release on victory.
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"""
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display_name = "Shuffle Postgame"
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class VictoryCondition(Choice):
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"""
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Set the victory condition for this world.
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- Elevator: Start the elevator at the bottom of the mountain (requires Mountain Lasers).
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- Challenge: Beat the secret Challenge (requires Challenge Lasers).
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- Mountain Box Short: Input the short solution to the Mountaintop Box (requires Mountain Lasers).
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- Mountain Box Long: Input the long solution to the Mountaintop Box (requires Challenge Lasers).
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It is important to note that while the Mountain Box requires Desert Laser to be redirected in Town for that laser
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to count, the laser locks on the Elevator and Challenge Timer panels do not.
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"""
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display_name = "Victory Condition"
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option_elevator = 0
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option_challenge = 1
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option_mountain_box_short = 2
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option_mountain_box_long = 3
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class PuzzleRandomization(Choice):
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"""
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Puzzles in this randomizer are randomly generated. This option changes the difficulty/types of puzzles.
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"""
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display_name = "Puzzle Randomization"
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option_sigma_normal = 0
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option_sigma_expert = 1
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option_none = 2
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class MountainLasers(Range):
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"""
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Sets the number of lasers required to enter the Mountain.
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If set to a higher number than 7, the mountaintop box will be slightly rotated to make it possible to solve without the hatch being opened.
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This change will also be applied logically to the long solution ("Challenge Lasers" option).
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"""
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display_name = "Required Lasers for Mountain Entry"
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range_start = 1
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range_end = 11
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default = 7
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class ChallengeLasers(Range):
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"""
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Sets the number of lasers required to enter the Caves through the Mountain Bottom Floor Discard and to unlock the Challenge Timer Panel.
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"""
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display_name = "Required Lasers for Challenge"
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range_start = 1
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range_end = 11
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default = 11
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class ElevatorsComeToYou(Toggle):
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"""
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If on, the Quarry Elevator, Bunker Elevator and Swamp Long Bridge will "come to you" if you approach them.
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This does actually affect logic as it allows unintended backwards / early access into these areas.
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"""
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display_name = "All Bridges & Elevators come to you"
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class TrapPercentage(Range):
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"""
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Replaces junk items with traps, at the specified rate.
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"""
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display_name = "Trap Percentage"
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range_start = 0
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range_end = 100
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default = 20
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class TrapWeights(OptionDict):
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"""
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Specify the weights determining how many copies of each trap item will be in your itempool.
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If you don't want a specific type of trap, you can set the weight for it to 0 (Do not delete the entry outright!).
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If you set all trap weights to 0, you will get no traps, bypassing the "Trap Percentage" option.
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"""
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display_name = "Trap Weights"
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schema = Schema({
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trap_name: And(int, lambda n: n >= 0)
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for trap_name, item_definition in static_witness_logic.ALL_ITEMS.items()
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if isinstance(item_definition, WeightedItemDefinition) and item_definition.category is ItemCategory.TRAP
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})
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default = {
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trap_name: item_definition.weight
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for trap_name, item_definition in static_witness_logic.ALL_ITEMS.items()
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if isinstance(item_definition, WeightedItemDefinition) and item_definition.category is ItemCategory.TRAP
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}
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class PuzzleSkipAmount(Range):
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"""
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Adds this many Puzzle Skips into the pool, if there is room. Puzzle Skips let you skip one panel.
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"""
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display_name = "Puzzle Skips"
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range_start = 0
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range_end = 30
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default = 10
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class HintAmount(Range):
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"""
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Adds hints to Audio Logs. If set to a low amount, up to 2 additional duplicates of each hint will be added.
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Remaining Audio Logs will have junk hints.
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"""
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display_name = "Hints on Audio Logs"
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range_start = 0
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range_end = 49
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default = 12
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class AreaHintPercentage(Range):
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"""
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There are two types of hints for The Witness.
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"Location hints" hint one location in your world or one location containing an item for your world.
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"Area hints" tell you some general info about the items you can find in one of the main geographic areas on the island.
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Use this option to specify how many of your hints you want to be area hints. The rest will be location hints.
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"""
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display_name = "Area Hint Percentage"
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range_start = 0
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range_end = 100
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default = 33
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class LaserHints(Toggle):
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"""
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If on, lasers will tell you where their items are if you walk close to them in-game.
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Only applies if Laser Shuffle is enabled.
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"""
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display_name = "Laser Hints"
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class DeathLink(Toggle):
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"""
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If on, whenever you fail a puzzle (with some exceptions), you and everyone who is also on Death Link dies.
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The effect of a "death" in The Witness is a Bonk Trap.
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"""
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display_name = "Death Link"
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class DeathLinkAmnesty(Range):
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"""
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The number of panel fails to allow before sending a death through Death Link.
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0 means every panel fail will send a death, 1 means every other panel fail will send a death, etc.
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"""
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display_name = "Death Link Amnesty"
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range_start = 0
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range_end = 5
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default = 1
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@dataclass
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class TheWitnessOptions(PerGameCommonOptions):
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puzzle_randomization: PuzzleRandomization
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shuffle_symbols: ShuffleSymbols
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shuffle_doors: ShuffleDoors
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door_groupings: DoorGroupings
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shuffle_boat: ShuffleBoat
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shuffle_lasers: ShuffleLasers
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disable_non_randomized_puzzles: DisableNonRandomizedPuzzles
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shuffle_discarded_panels: ShuffleDiscardedPanels
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shuffle_vault_boxes: ShuffleVaultBoxes
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obelisk_keys: ObeliskKeys
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shuffle_EPs: ShuffleEnvironmentalPuzzles # noqa: N815
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EP_difficulty: EnvironmentalPuzzlesDifficulty
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shuffle_postgame: ShufflePostgame
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victory_condition: VictoryCondition
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mountain_lasers: MountainLasers
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challenge_lasers: ChallengeLasers
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early_caves: EarlyCaves
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elevators_come_to_you: ElevatorsComeToYou
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trap_percentage: TrapPercentage
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trap_weights: TrapWeights
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puzzle_skip_amount: PuzzleSkipAmount
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hint_amount: HintAmount
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area_hint_percentage: AreaHintPercentage
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laser_hints: LaserHints
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death_link: DeathLink
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death_link_amnesty: DeathLinkAmnesty
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witness_option_groups = [
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OptionGroup("Puzzles & Goal", [
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PuzzleRandomization,
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VictoryCondition,
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MountainLasers,
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ChallengeLasers,
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]),
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OptionGroup("Locations", [
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ShuffleDiscardedPanels,
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ShuffleVaultBoxes,
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ShuffleEnvironmentalPuzzles,
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EnvironmentalPuzzlesDifficulty,
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ShufflePostgame,
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DisableNonRandomizedPuzzles,
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]),
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OptionGroup("Progression Items", [
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ShuffleSymbols,
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ShuffleDoors,
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DoorGroupings,
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ShuffleLasers,
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ShuffleBoat,
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ObeliskKeys,
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]),
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OptionGroup("Filler Items", [
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PuzzleSkipAmount,
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TrapPercentage,
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TrapWeights
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]),
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OptionGroup("Hints", [
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HintAmount,
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AreaHintPercentage,
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LaserHints
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]),
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OptionGroup("Misc", [
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EarlyCaves,
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ElevatorsComeToYou,
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DeathLink,
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DeathLinkAmnesty,
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])
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]
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