160 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			160 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Python
		
	
	
	
| from typing import Dict, Union
 | |
| from BaseClasses import MultiWorld
 | |
| from Options import Toggle, DefaultOnToggle, Option, Range, Choice
 | |
| 
 | |
| 
 | |
| # class HardMode(Toggle):
 | |
| #    "Play the randomizer in hardmode"
 | |
| #    display_name = "Hard Mode"
 | |
| 
 | |
| class DisableNonRandomizedPuzzles(Toggle):
 | |
|     """Disables puzzles that cannot be randomized.
 | |
|     This includes many puzzles that heavily involve the environment, such as Shadows, Monastery or Orchard.
 | |
|     The lasers for those areas will be activated as you solve optional puzzles throughout the island."""
 | |
|     display_name = "Disable non randomized puzzles"
 | |
| 
 | |
| 
 | |
| class EarlySecretArea(Toggle):
 | |
|     """Opens the Mountainside shortcut to the Caves from the start.
 | |
|     (Otherwise known as "UTM", "Caves" or the "Challenge Area")"""
 | |
|     display_name = "Early Caves"
 | |
| 
 | |
| 
 | |
| class ShuffleSymbols(DefaultOnToggle):
 | |
|     """You will need to unlock puzzle symbols as items to be able to solve the panels that contain those symbols.
 | |
|     If you turn this off, there will be no progression items in the game unless you turn on door shuffle."""
 | |
|     display_name = "Shuffle Symbols"
 | |
| 
 | |
| 
 | |
| class ShuffleLasers(Toggle):
 | |
|     """If on, the 11 lasers are turned into items and will activate on their own upon receiving them.
 | |
|     Note: There is a visual bug that can occur with the Desert Laser. It does not affect gameplay - The Laser can still
 | |
|     be redirected as normal, for both applications of redirection."""
 | |
|     display_name = "Shuffle Lasers"
 | |
| 
 | |
| 
 | |
| class ShuffleDoors(Choice):
 | |
|     """If on, opening doors will require their respective "keys".
 | |
|     If set to "panels", those keys will unlock the panels on doors.
 | |
|     In "doors_simple" and "doors_complex", the doors will magically open by themselves upon receiving the key.
 | |
|     The last option, "max", is a combination of "doors_complex" and "panels"."""
 | |
|     display_name = "Shuffle Doors"
 | |
|     option_none = 0
 | |
|     option_panels = 1
 | |
|     option_doors_simple = 2
 | |
|     option_doors_complex = 3
 | |
|     option_max = 4
 | |
| 
 | |
| 
 | |
| class ShuffleDiscardedPanels(Toggle):
 | |
|     """Add Discarded Panels into the location pool.
 | |
|     Solving certain Discarded Panels may still be necessary to beat the game, even if this is off."""
 | |
| 
 | |
|     display_name = "Shuffle Discarded Panels"
 | |
| 
 | |
| 
 | |
| class ShuffleVaultBoxes(Toggle):
 | |
|     """Vault Boxes will have items on them."""
 | |
|     display_name = "Shuffle Vault Boxes"
 | |
| 
 | |
| 
 | |
| class ShufflePostgame(Toggle):
 | |
|     """Adds locations into the pool that are guaranteed to become accessible after or at the same time as your goal.
 | |
|     Use this if you don't play with forfeit on victory. IMPORTANT NOTE: The possibility of your second
 | |
|     "Progressive Dots" showing up in the Caves is ignored, they will still be considered "postgame" in base settings."""
 | |
|     display_name = "Shuffle Postgame"
 | |
| 
 | |
| 
 | |
| class VictoryCondition(Choice):
 | |
|     """Change the victory condition from the original game's ending (elevator) to beating the Challenge
 | |
|     or solving the mountaintop box, either using the short solution
 | |
|     (7 lasers or whatever you've changed it to) or the long solution (11 lasers or whatever you've changed it to)."""
 | |
|     display_name = "Victory Condition"
 | |
|     option_elevator = 0
 | |
|     option_challenge = 1
 | |
|     option_mountain_box_short = 2
 | |
|     option_mountain_box_long = 3
 | |
| 
 | |
| 
 | |
| class PuzzleRandomization(Choice):
 | |
|     """Puzzles in this randomizer are randomly generated. This setting changes the difficulty/types of puzzles."""
 | |
|     display_name = "Puzzle Randomization"
 | |
|     option_sigma_normal = 0
 | |
|     option_sigma_expert = 1
 | |
| 
 | |
| 
 | |
| class MountainLasers(Range):
 | |
|     """Sets the amount of beams required to enter the final area."""
 | |
|     display_name = "Required Lasers for Mountain Entry"
 | |
|     range_start = 1
 | |
|     range_end = 7
 | |
|     default = 7
 | |
| 
 | |
| 
 | |
| class ChallengeLasers(Range):
 | |
|     """Sets the amount of beams required to enter the Caves through the Mountain Bottom Floor Discard."""
 | |
|     display_name = "Required Lasers for Challenge"
 | |
|     range_start = 1
 | |
|     range_end = 11
 | |
|     default = 11
 | |
| 
 | |
| 
 | |
| 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 PuzzleSkipAmount(Range):
 | |
|     """Adds this number of Puzzle Skips into the pool, if there is room. Puzzle Skips let you skip one panel.
 | |
|     Works on most panels in the game - The only big exception is The Challenge."""
 | |
|     display_name = "Puzzle Skips"
 | |
|     range_start = 0
 | |
|     range_end = 30
 | |
|     default = 10
 | |
| 
 | |
| 
 | |
| class HintAmount(Range):
 | |
|     """Adds hints to Audio Logs. Hints will have the same number of duplicates, as many as will fit. Remaining Audio
 | |
|     Logs will have junk hints."""
 | |
|     display_name = "Hints on Audio Logs"
 | |
|     range_start = 0
 | |
|     range_end = 49
 | |
|     default = 10
 | |
| 
 | |
| 
 | |
| the_witness_options: Dict[str, type] = {
 | |
|     "puzzle_randomization": PuzzleRandomization,
 | |
|     "shuffle_symbols": ShuffleSymbols,
 | |
|     "shuffle_doors": ShuffleDoors,
 | |
|     "shuffle_lasers": ShuffleLasers,
 | |
|     "disable_non_randomized_puzzles": DisableNonRandomizedPuzzles,
 | |
|     "shuffle_discarded_panels": ShuffleDiscardedPanels,
 | |
|     "shuffle_vault_boxes": ShuffleVaultBoxes,
 | |
|     "shuffle_postgame": ShufflePostgame,
 | |
|     "victory_condition": VictoryCondition,
 | |
|     "mountain_lasers": MountainLasers,
 | |
|     "challenge_lasers": ChallengeLasers,
 | |
|     "early_secret_area": EarlySecretArea,
 | |
|     "trap_percentage": TrapPercentage,
 | |
|     "puzzle_skip_amount": PuzzleSkipAmount,
 | |
|     "hint_amount": HintAmount,
 | |
| }
 | |
| 
 | |
| 
 | |
| def is_option_enabled(world: MultiWorld, player: int, name: str) -> bool:
 | |
|     return get_option_value(world, player, name) > 0
 | |
| 
 | |
| 
 | |
| def get_option_value(world: MultiWorld, player: int, name: str) -> Union[bool, int]:
 | |
|     option = getattr(world, name, None)
 | |
| 
 | |
|     if option is None:
 | |
|         return 0
 | |
| 
 | |
|     if issubclass(the_witness_options[name], Toggle) or issubclass(the_witness_options[name], DefaultOnToggle):
 | |
|         return bool(option[player].value)
 | |
|     return option[player].value
 |