277 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			277 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Python
		
	
	
	
from dataclasses import dataclass
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from schema import And, Schema
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from Options import Toggle, Choice, DefaultOnToggle, Range, PerGameCommonOptions, StartInventoryPool, OptionDict, \
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    OptionGroup
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from .items import TRAP_ITEMS
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class ShuffleDoors(Choice):
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    """If on, opening doors will require their respective "keys".
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    - **Simple:** Doors are sorted into logical groups, which are all opened by
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      receiving an item.
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    - **Complex:** The items are much more granular, and will usually only open
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      a single door each.
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    """
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    display_name = "Shuffle Doors"
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    option_none = 0
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    option_simple = 1
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    option_complex = 2
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class ProgressiveOrangeTower(DefaultOnToggle):
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    """When "Shuffle Doors" is on, this setting governs the manner in which the Orange Tower floors open up.
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    - **Off:** There is an item for each floor of the tower, and each floor's
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      item is the only one needed to access that floor.
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    - **On:** There are six progressive items, which open up the tower from the
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      bottom floor upward.
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    """
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    display_name = "Progressive Orange Tower"
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class ProgressiveColorful(DefaultOnToggle):
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    """When "Shuffle Doors" is on "complex", this setting governs the manner in which The Colorful opens up.
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    - **Off:** There is an item for each room of The Colorful, meaning that
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      random rooms in the middle of the sequence can open up without giving you
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      access to them.
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    - **On:** There are ten progressive items, which open up the sequence from
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      White forward.
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    """
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    display_name = "Progressive Colorful"
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class LocationChecks(Choice):
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    """Determines what locations are available.
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    - **Normal:** There will be a location check for each panel set that would
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      ordinarily open a door, as well as for achievement panels and a small
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      handful of other panels.
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    - **Reduced:** Many of the locations that are associated with opening doors
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      are removed.
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    - **Insanity:** Every individual panel in the game is a location check.
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    """
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    display_name = "Location Checks"
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    option_normal = 0
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    option_reduced = 1
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    option_insanity = 2
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class ShuffleColors(DefaultOnToggle):
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    """If on, an item is added to the pool for every puzzle color (besides White).
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    You will need to unlock the requisite colors in order to be able to solve
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    puzzles of that color.
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    """
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    display_name = "Shuffle Colors"
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class ShufflePanels(Choice):
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    """If on, the puzzles on each panel are randomized.
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    On "rearrange", the puzzles are the same as the ones in the base game, but
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    are placed in different areas.
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    """
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    display_name = "Shuffle Panels"
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    option_none = 0
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    option_rearrange = 1
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class ShufflePaintings(Toggle):
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    """If on, the destination, location, and appearance of the painting warps in the game will be randomized."""
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    display_name = "Shuffle Paintings"
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class EnablePilgrimage(Toggle):
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    """Determines how the pilgrimage works.
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    - **On:** You are required to complete a pilgrimage in order to access the
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      Pilgrim Antechamber.
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    - **Off:** The pilgrimage will be deactivated, and the sun painting will be
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      added to the pool, even if door shuffle is off.
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    """
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    display_name = "Enable Pilgrimage"
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class PilgrimageAllowsRoofAccess(DefaultOnToggle):
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    """If on, you may use the Crossroads roof access during a pilgrimage (and you may be expected to do so).
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    Otherwise, pilgrimage will be deactivated when going up the stairs.
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    """
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    display_name = "Allow Roof Access for Pilgrimage"
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class PilgrimageAllowsPaintings(DefaultOnToggle):
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    """If on, you may use paintings during a pilgrimage (and you may be expected to do so).
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    Otherwise, pilgrimage will be deactivated when going through a painting.
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    """
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    display_name = "Allow Paintings for Pilgrimage"
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class SunwarpAccess(Choice):
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    """Determines how access to sunwarps works.
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    - **Normal:** All sunwarps are enabled from the start.
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    - **Disabled:** All sunwarps are disabled. Pilgrimage must be disabled when
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      this is used.
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    - **Unlock:** Sunwarps start off disabled, and all six activate once you
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      receive an item.
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    - **Individual:** Sunwarps start off disabled, and each has a corresponding
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      item that unlocks it.
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    - **Progressive:** Sunwarps start off disabled, and they unlock in order
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      using a progressive item.
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    """
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    display_name = "Sunwarp Access"
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    option_normal = 0
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    option_disabled = 1
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    option_unlock = 2
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    option_individual = 3
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    option_progressive = 4
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class ShuffleSunwarps(Toggle):
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    """If on, the pairing and ordering of the sunwarps in the game will be randomized."""
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    display_name = "Shuffle Sunwarps"
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class VictoryCondition(Choice):
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    """Change the victory condition.
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    - **The End:** the goal is to solve THE END at the top of the tower.
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    - **The Master:** The goal is to solve THE MASTER at the top of the tower,
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      after getting the number of achievements specified in the Mastery
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      Achievements option.
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    - **Level 2:** The goal is to solve LEVEL 2 in the second room, after
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      solving the number of panels specified in the Level 2 Requirement option.
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    - **Pilgrimage:** The goal is to solve PILGRIM in the Pilgrim Antechamber,
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      typically after performing a Pilgrimage.
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    """
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    display_name = "Victory Condition"
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    option_the_end = 0
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    option_the_master = 1
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    option_level_2 = 2
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    option_pilgrimage = 3
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class MasteryAchievements(Range):
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    """The number of achievements required to unlock THE MASTER.
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    - In the base game, 21 achievements are needed.
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    - If you include The Scientific and The Unchallenged, which are in the base
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      game but are not counted for mastery, 23 would be required.
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    - If you include the custom achievement (The Wanderer), 24 would be
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      required.
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    """
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    display_name = "Mastery Achievements"
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    range_start = 1
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    range_end = 24
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    default = 21
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class Level2Requirement(Range):
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    """The number of panel solves required to unlock LEVEL 2.
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    In the base game, 223 are needed. Note that this count includes ANOTHER TRY.
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    When set to 1, the panel hunt is disabled, and you can access LEVEL 2 for
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    free.
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    """
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    display_name = "Level 2 Requirement"
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    range_start = 1
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    range_end = 800
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    default = 223
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class EarlyColorHallways(Toggle):
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    """When on, a painting warp to the color hallways area will appear in the starting room.
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    This lets you avoid being trapped in the starting room for long periods of
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    time when door shuffle is on.
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    """
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    display_name = "Early Color Hallways"
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class ShufflePostgame(Toggle):
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    """When off, locations that could not be reached without also reaching your victory condition are removed."""
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    display_name = "Shuffle Postgame"
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class TrapPercentage(Range):
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    """Replaces junk items with traps, at the specified rate."""
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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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    """Specify the distribution of traps that should be placed into the pool.
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    If you don't want a specific type of trap, set the weight to zero.
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    """
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    display_name = "Trap Weights"
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    schema = Schema({trap_name: And(int, lambda n: n >= 0) for trap_name in TRAP_ITEMS})
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    default = {trap_name: 1 for trap_name in TRAP_ITEMS}
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class PuzzleSkipPercentage(Range):
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    """Replaces junk items with puzzle skips, at the specified rate."""
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    display_name = "Puzzle Skip 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 DeathLink(Toggle):
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    """If on: Whenever another player on death link dies, you will be returned to the starting room."""
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    display_name = "Death Link"
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lingo_option_groups = [
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    OptionGroup("Pilgrimage", [
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        EnablePilgrimage,
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        PilgrimageAllowsRoofAccess,
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        PilgrimageAllowsPaintings,
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        SunwarpAccess,
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        ShuffleSunwarps,
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    ]),
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    OptionGroup("Fine-tuning", [
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        ProgressiveOrangeTower,
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        ProgressiveColorful,
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        MasteryAchievements,
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        Level2Requirement,
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        TrapPercentage,
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        TrapWeights,
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        PuzzleSkipPercentage,
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    ])
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]
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@dataclass
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class LingoOptions(PerGameCommonOptions):
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    shuffle_doors: ShuffleDoors
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    progressive_orange_tower: ProgressiveOrangeTower
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    progressive_colorful: ProgressiveColorful
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    location_checks: LocationChecks
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    shuffle_colors: ShuffleColors
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    shuffle_panels: ShufflePanels
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    shuffle_paintings: ShufflePaintings
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    enable_pilgrimage: EnablePilgrimage
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    pilgrimage_allows_roof_access: PilgrimageAllowsRoofAccess
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    pilgrimage_allows_paintings: PilgrimageAllowsPaintings
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    sunwarp_access: SunwarpAccess
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    shuffle_sunwarps: ShuffleSunwarps
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    victory_condition: VictoryCondition
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    mastery_achievements: MasteryAchievements
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    level_2_requirement: Level2Requirement
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    early_color_hallways: EarlyColorHallways
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    shuffle_postgame: ShufflePostgame
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    trap_percentage: TrapPercentage
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    trap_weights: TrapWeights
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    puzzle_skip_percentage: PuzzleSkipPercentage
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    death_link: DeathLink
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    start_inventory_from_pool: StartInventoryPool
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