Archipelago/worlds/subnautica/Options.py

84 lines
2.9 KiB
Python

import typing
from Options import Choice, Range, DeathLink
from .Creatures import all_creatures, Definitions
class ItemPool(Choice):
"""Valuable item pool leaves all filler items in their vanilla locations and
creates random duplicates of important items into freed spots."""
display_name = "Item Pool"
option_standard = 0
option_valuable = 1
class Goal(Choice):
"""Goal to complete.
Launch: Leave the planet.
Free: Disable quarantine.
Infected: Reach maximum infection level.
Drive: Repair the Aurora's Drive Core"""
auto_display_name = True
display_name = "Goal"
option_launch = 0
option_free = 1
option_infected = 2
option_drive = 3
def get_event_name(self) -> str:
return {
self.option_launch: "Neptune Launch",
self.option_infected: "Full Infection",
self.option_free: "Disable Quarantine",
self.option_drive: "Repair Aurora Drive"
}[self.value]
class CreatureScans(Range):
"""Place items on specific, randomly chosen, creature scans.
Warning: Includes aggressive Leviathans."""
display_name = "Creature Scans"
range_end = len(all_creatures)
class AggressiveScanLogic(Choice):
"""By default (Stasis), aggressive Creature Scans are logically expected only with a Stasis Rifle.
Containment: Removes Stasis Rifle as expected solution and expects Alien Containment instead.
Either: Creatures may be expected to be scanned via Stasis Rifle or Containment, whichever is found first.
None: Aggressive Creatures are assumed to not need any tools to scan.
Removed: No Creatures needing Stasis or Containment will be in the pool at all.
Note: Containment, Either and None adds Cuddlefish as an option for scans.
Note: Stasis, Either and None adds unhatchable aggressive species, such as Warper.
Note: This is purely a logic expectation, and does not affect gameplay, only placement."""
display_name = "Aggressive Creature Scan Logic"
option_stasis = 0
option_containment = 1
option_either = 2
option_none = 3
option_removed = 4
def get_pool(self) -> typing.List[str]:
if self == self.option_removed:
return Definitions.all_creatures_presorted_without_aggressive
elif self == self.option_stasis:
return Definitions.all_creatures_presorted_without_containment
elif self == self.option_containment:
return Definitions.all_creatures_presorted_without_stasis
else:
return Definitions.all_creatures_presorted
class SubnauticaDeathLink(DeathLink):
"""When you die, everyone dies. Of course the reverse is true too.
Note: can be toggled via in-game console command "deathlink"."""
options = {
"item_pool": ItemPool,
"goal": Goal,
"creature_scans": CreatureScans,
"creature_scan_logic": AggressiveScanLogic,
"death_link": SubnauticaDeathLink,
}