144 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			144 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Python
		
	
	
	
import typing
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from dataclasses import dataclass
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from functools import cached_property
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from Options import (
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    Choice,
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    Range,
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    DeathLink,
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    Toggle,
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    DefaultOnToggle,
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    StartInventoryPool,
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    ItemDict,
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    PerGameCommonOptions,
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)
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from .creatures import all_creatures, Definitions
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from .items import ItemType, item_names_by_type
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class SwimRule(Choice):
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    """What logic considers ok swimming distances.
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    Easy: +200 depth from any max vehicle depth.
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    Normal: +400 depth from any max vehicle depth.
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    Warning: Normal can expect you to death run to a location (No viable return trip).
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    Hard: +600 depth from any max vehicle depth.
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    Warning: Hard may require bases, deaths, glitches, multi-tank inventory or other depth extending means.
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    Items: Expected depth is extended by items like seaglide, ultra glide fins and capacity tanks.
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    """
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    display_name = "Swim Rule"
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    option_easy = 0
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    option_normal = 1
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    option_hard = 2
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    option_items_easy = 3
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    option_items_normal = 4
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    option_items_hard = 5
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    @property
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    def base_depth(self) -> int:
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        return [200, 400, 600][self.value % 3]
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    @property
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    def consider_items(self) -> bool:
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        return self.value > 2
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class EarlySeaglide(DefaultOnToggle):
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    """Make sure 2 of the Seaglide Fragments are available in or near the Safe Shallows (Sphere 1 Locations)."""
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    display_name = "Early Seaglide"
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class FreeSamples(Toggle):
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    """Get free items with your blueprints.
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    Items that can go into your inventory are awarded when you unlock their blueprint through Archipelago."""
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    display_name = "Free Samples"
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class Goal(Choice):
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    """Goal to complete.
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    Launch: Leave the planet.
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    Free: Disable quarantine.
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    Infected: Reach maximum infection level.
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    Drive: Repair the Aurora's Drive Core"""
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    auto_display_name = True
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    display_name = "Goal"
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    option_launch = 0
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    option_free = 1
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    option_infected = 2
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    option_drive = 3
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    def get_event_name(self) -> str:
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        return {
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            self.option_launch: "Neptune Launch",
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            self.option_infected: "Full Infection",
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            self.option_free: "Disable Quarantine",
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            self.option_drive: "Repair Aurora Drive"
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        }[self.value]
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class CreatureScans(Range):
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    """Place items on specific, randomly chosen, creature scans.
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    Warning: Includes aggressive Leviathans."""
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    display_name = "Creature Scans"
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    range_end = len(all_creatures)
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class AggressiveScanLogic(Choice):
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    """By default (Stasis), aggressive Creature Scans are logically expected only with a Stasis Rifle.
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    Containment: Removes Stasis Rifle as expected solution and expects Alien Containment instead.
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    Either: Creatures may be expected to be scanned via Stasis Rifle or Containment, whichever is found first.
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    None: Aggressive Creatures are assumed to not need any tools to scan.
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    Removed: No Creatures needing Stasis or Containment will be in the pool at all.
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    Note: Containment, Either and None adds Cuddlefish as an option for scans.
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    Note: Stasis, Either and None adds unhatchable aggressive species, such as Warper.
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    Note: This is purely a logic expectation, and does not affect gameplay, only placement."""
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    display_name = "Aggressive Creature Scan Logic"
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    option_stasis = 0
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    option_containment = 1
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    option_either = 2
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    option_none = 3
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    option_removed = 4
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    def get_pool(self) -> typing.List[str]:
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        if self == self.option_removed:
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            return Definitions.all_creatures_presorted_without_aggressive_and_containment
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        elif self == self.option_stasis:
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            return Definitions.all_creatures_presorted_without_containment
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        elif self == self.option_containment:
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            return Definitions.all_creatures_presorted_without_stasis
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        else:
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            return Definitions.all_creatures_presorted
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class SubnauticaDeathLink(DeathLink):
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    """When you die, everyone dies. Of course the reverse is true too.
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    Note: can be toggled via in-game console command "deathlink"."""
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class FillerItemsDistribution(ItemDict):
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    """Random chance weights of various filler resources that can be obtained.
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    Available items: """
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    __doc__ += ", ".join(f"\"{item_name}\"" for item_name in item_names_by_type[ItemType.resource])
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    valid_keys = sorted(item_names_by_type[ItemType.resource])
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    default = {item_name: 1 for item_name in item_names_by_type[ItemType.resource]}
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    display_name = "Filler Items Distribution"
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    @cached_property
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    def weights_pair(self) -> typing.Tuple[typing.List[str], typing.List[int]]:
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        from itertools import accumulate
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        return list(self.value.keys()), list(accumulate(self.value.values()))
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@dataclass
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class SubnauticaOptions(PerGameCommonOptions):
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    swim_rule: SwimRule
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    early_seaglide: EarlySeaglide
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    free_samples: FreeSamples
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    goal: Goal
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    creature_scans: CreatureScans
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    creature_scan_logic: AggressiveScanLogic
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    death_link: SubnauticaDeathLink
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    start_inventory_from_pool: StartInventoryPool
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    filler_items_distribution: FillerItemsDistribution
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