diff --git a/AHITClient.py b/AHITClient.py new file mode 100644 index 000000000000..6ed7d7b49d48 --- /dev/null +++ b/AHITClient.py @@ -0,0 +1,8 @@ +from worlds.ahit.Client import launch +import Utils +import ModuleUpdate +ModuleUpdate.update() + +if __name__ == "__main__": + Utils.init_logging("AHITClient", exception_logger="Client") + launch() diff --git a/Fill.py b/Fill.py index d9919c133847..d8147b2eac80 100644 --- a/Fill.py +++ b/Fill.py @@ -35,8 +35,8 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati """ :param multiworld: Multiworld to be filled. :param base_state: State assumed before fill. - :param locations: Locations to be filled with item_pool - :param item_pool: Items to fill into the locations + :param locations: Locations to be filled with item_pool, gets mutated by removing locations that get filled. + :param item_pool: Items to fill into the locations, gets mutated by removing items that get placed. :param single_player_placement: if true, can speed up placement if everything belongs to a single player :param lock: locations are set to locked as they are filled :param swap: if true, swaps of already place items are done in the event of a dead end @@ -220,7 +220,8 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati def remaining_fill(multiworld: MultiWorld, locations: typing.List[Location], itempool: typing.List[Item], - name: str = "Remaining") -> None: + name: str = "Remaining", + move_unplaceable_to_start_inventory: bool = False) -> None: unplaced_items: typing.List[Item] = [] placements: typing.List[Location] = [] swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter() @@ -284,13 +285,21 @@ def remaining_fill(multiworld: MultiWorld, if unplaced_items and locations: # There are leftover unplaceable items and locations that won't accept them - raise FillError(f"No more spots to place {len(unplaced_items)} items. Remaining locations are invalid.\n" - f"Unplaced items:\n" - f"{', '.join(str(item) for item in unplaced_items)}\n" - f"Unfilled locations:\n" - f"{', '.join(str(location) for location in locations)}\n" - f"Already placed {len(placements)}:\n" - f"{', '.join(str(place) for place in placements)}") + if move_unplaceable_to_start_inventory: + last_batch = [] + for item in unplaced_items: + logging.debug(f"Moved {item} to start_inventory to prevent fill failure.") + multiworld.push_precollected(item) + last_batch.append(multiworld.worlds[item.player].create_filler()) + remaining_fill(multiworld, locations, unplaced_items, name + " Start Inventory Retry") + else: + raise FillError(f"No more spots to place {len(unplaced_items)} items. Remaining locations are invalid.\n" + f"Unplaced items:\n" + f"{', '.join(str(item) for item in unplaced_items)}\n" + f"Unfilled locations:\n" + f"{', '.join(str(location) for location in locations)}\n" + f"Already placed {len(placements)}:\n" + f"{', '.join(str(place) for place in placements)}") itempool.extend(unplaced_items) @@ -420,7 +429,8 @@ def distribute_early_items(multiworld: MultiWorld, return fill_locations, itempool -def distribute_items_restrictive(multiworld: MultiWorld) -> None: +def distribute_items_restrictive(multiworld: MultiWorld, + panic_method: typing.Literal["swap", "raise", "start_inventory"] = "swap") -> None: fill_locations = sorted(multiworld.get_unfilled_locations()) multiworld.random.shuffle(fill_locations) # get items to distribute @@ -470,8 +480,29 @@ def mark_for_locking(location: Location): if progitempool: # "advancement/progression fill" - fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, single_player_placement=multiworld.players == 1, - name="Progression") + if panic_method == "swap": + fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, + swap=True, + on_place=mark_for_locking, name="Progression", single_player_placement=multiworld.players == 1) + elif panic_method == "raise": + fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, + swap=False, + on_place=mark_for_locking, name="Progression", single_player_placement=multiworld.players == 1) + elif panic_method == "start_inventory": + fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, + swap=False, allow_partial=True, + on_place=mark_for_locking, name="Progression", single_player_placement=multiworld.players == 1) + if progitempool: + for item in progitempool: + logging.debug(f"Moved {item} to start_inventory to prevent fill failure.") + multiworld.push_precollected(item) + filleritempool.append(multiworld.worlds[item.player].create_filler()) + logging.warning(f"{len(progitempool)} items moved to start inventory," + f" due to failure in Progression fill step.") + progitempool[:] = [] + + else: + raise ValueError(f"Generator Panic Method {panic_method} not recognized.") if progitempool: raise FillError( f"Not enough locations for progression items. " @@ -486,7 +517,9 @@ def mark_for_locking(location: Location): inaccessible_location_rules(multiworld, multiworld.state, defaultlocations) - remaining_fill(multiworld, excludedlocations, filleritempool, "Remaining Excluded") + remaining_fill(multiworld, excludedlocations, filleritempool, "Remaining Excluded", + move_unplaceable_to_start_inventory=panic_method=="start_inventory") + if excludedlocations: raise FillError( f"Not enough filler items for excluded locations. " @@ -495,7 +528,8 @@ def mark_for_locking(location: Location): restitempool = filleritempool + usefulitempool - remaining_fill(multiworld, defaultlocations, restitempool) + remaining_fill(multiworld, defaultlocations, restitempool, + move_unplaceable_to_start_inventory=panic_method=="start_inventory") unplaced = restitempool unfilled = defaultlocations diff --git a/Main.py b/Main.py index 1be91a8bb2f1..8b15a57a69e5 100644 --- a/Main.py +++ b/Main.py @@ -13,7 +13,7 @@ from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld, Region from Fill import balance_multiworld_progression, distribute_items_restrictive, distribute_planned, flood_items from Options import StartInventoryPool -from Utils import __version__, output_path, version_tuple +from Utils import __version__, output_path, version_tuple, get_settings from settings import get_settings from worlds import AutoWorld from worlds.generic.Rules import exclusion_rules, locality_rules @@ -272,7 +272,7 @@ def find_common_pool(players: Set[int], shared_pool: Set[str]) -> Tuple[ if multiworld.algorithm == 'flood': flood_items(multiworld) # different algo, biased towards early game progress items elif multiworld.algorithm == 'balanced': - distribute_items_restrictive(multiworld) + distribute_items_restrictive(multiworld, get_settings().generator.panic_method) AutoWorld.call_all(multiworld, 'post_fill') diff --git a/Options.py b/Options.py index 7f833d5aff57..39fd56765615 100644 --- a/Options.py +++ b/Options.py @@ -746,6 +746,7 @@ def from_text(cls, text: str) -> Range: class FreezeValidKeys(AssembleOptions): def __new__(mcs, name, bases, attrs): + assert not "_valid_keys" in attrs, "'_valid_keys' gets set by FreezeValidKeys, define 'valid_keys' instead." if "valid_keys" in attrs: attrs["_valid_keys"] = frozenset(attrs["valid_keys"]) return super(FreezeValidKeys, mcs).__new__(mcs, name, bases, attrs) diff --git a/README.md b/README.md index c009d54fbe57..4633c99c664d 100644 --- a/README.md +++ b/README.md @@ -67,7 +67,9 @@ Currently, the following games are supported: * Yoshi's Island * Mario & Luigi: Superstar Saga * Bomb Rush Cyberfunk +* Aquaria * Yu-Gi-Oh! Ultimate Masters: World Championship Tournament 2006 +* A Hat in Time For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/). Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled diff --git a/WebHostLib/customserver.py b/WebHostLib/customserver.py index bc9f74bacee7..16769b7a760e 100644 --- a/WebHostLib/customserver.py +++ b/WebHostLib/customserver.py @@ -270,15 +270,19 @@ async def start_room(room_id): await ctx.shutdown_task except (KeyboardInterrupt, SystemExit): - pass - except Exception: + if ctx.saving: + ctx._save() + except Exception as e: with db_session: room = Room.get(id=room_id) room.last_port = -1 + logger.exception(e) raise + else: + if ctx.saving: + ctx._save() finally: try: - ctx._save() with (db_session): # ensure the Room does not spin up again on its own, minute of safety buffer room = Room.get(id=room_id) diff --git a/WebHostLib/options.py b/WebHostLib/options.py index f52f0f3d9f91..94f173df70cb 100644 --- a/WebHostLib/options.py +++ b/WebHostLib/options.py @@ -79,10 +79,6 @@ def test_ordered(obj): @cache.cached() def option_presets(game: str) -> Response: world = AutoWorldRegister.world_types[game] - presets = {} - - if world.web.options_presets: - presets = presets | world.web.options_presets class SetEncoder(json.JSONEncoder): def default(self, obj): @@ -91,7 +87,7 @@ def default(self, obj): return list(obj) return json.JSONEncoder.default(self, obj) - json_data = json.dumps(presets, cls=SetEncoder) + json_data = json.dumps(world.web.options_presets, cls=SetEncoder) response = Response(json_data) response.headers["Content-Type"] = "application/json" return response diff --git a/WebHostLib/templates/playerOptions/macros.html b/WebHostLib/templates/playerOptions/macros.html index 64964682fe5f..c4d97255d85e 100644 --- a/WebHostLib/templates/playerOptions/macros.html +++ b/WebHostLib/templates/playerOptions/macros.html @@ -114,7 +114,7 @@ {% macro ItemDict(option_name, option, world) %} {{ OptionTitle(option_name, option) }}
- {% for item_name in world.item_names|sort %} + {% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
@@ -149,7 +149,7 @@ {% if world.location_name_groups.keys()|length > 1 %}
 
{% endif %} - {% for location_name in world.location_names|sort %} + {% for location_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.location_names|sort) %}
@@ -172,7 +172,7 @@ {% if world.item_name_groups.keys()|length > 1 %}
 
{% endif %} - {% for item_name in world.item_names|sort %} + {% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
diff --git a/WebHostLib/templates/weightedOptions/macros.html b/WebHostLib/templates/weightedOptions/macros.html index e7caab93c0e2..91474d76960e 100644 --- a/WebHostLib/templates/weightedOptions/macros.html +++ b/WebHostLib/templates/weightedOptions/macros.html @@ -105,7 +105,7 @@ {% macro ItemDict(option_name, option, world) %}
- {% for item_name in world.item_names|sort %} + {% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
1 %}
 
{% endif %} - {% for location_name in world.location_names|sort %} + {% for location_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.location_names|sort) %}
@@ -172,7 +172,7 @@ {% if world.item_name_groups.keys()|length > 1 %}
 
{% endif %} - {% for item_name in world.item_names|sort %} + {% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
diff --git a/data/yatta.ico b/data/yatta.ico new file mode 100644 index 000000000000..f87a0980f49c Binary files /dev/null and b/data/yatta.ico differ diff --git a/data/yatta.png b/data/yatta.png new file mode 100644 index 000000000000..4f230c86c727 Binary files /dev/null and b/data/yatta.png differ diff --git a/docs/CODEOWNERS b/docs/CODEOWNERS index 77432bfcd407..c34046d5dc30 100644 --- a/docs/CODEOWNERS +++ b/docs/CODEOWNERS @@ -13,6 +13,9 @@ # Adventure /worlds/adventure/ @JusticePS +# A Hat in Time +/worlds/ahit/ @CookieCat45 + # A Link to the Past /worlds/alttp/ @Berserker66 diff --git a/settings.py b/settings.py index b463c5a0476c..9d1c0904ddd8 100644 --- a/settings.py +++ b/settings.py @@ -665,6 +665,14 @@ class Race(IntEnum): OFF = 0 ON = 1 + class PanicMethod(str): + """ + What to do if the current item placements appear unsolvable. + raise -> Raise an exception and abort. + swap -> Attempt to fix it by swapping prior placements around. (Default) + start_inventory -> Move remaining items to start_inventory, generate additional filler items to fill locations. + """ + enemizer_path: EnemizerPath = EnemizerPath("EnemizerCLI/EnemizerCLI.Core") # + ".exe" is implied on Windows player_files_path: PlayerFilesPath = PlayerFilesPath("Players") players: Players = Players(0) @@ -673,6 +681,7 @@ class Race(IntEnum): spoiler: Spoiler = Spoiler(3) race: Race = Race(0) plando_options: PlandoOptions = PlandoOptions("bosses, connections, texts") + panic_method: PanicMethod = PanicMethod("swap") class SNIOptions(Group): diff --git a/worlds/ahit/Client.py b/worlds/ahit/Client.py new file mode 100644 index 000000000000..2cd67e468294 --- /dev/null +++ b/worlds/ahit/Client.py @@ -0,0 +1,232 @@ +import asyncio +import Utils +import websockets +import functools +from copy import deepcopy +from typing import List, Any, Iterable +from NetUtils import decode, encode, JSONtoTextParser, JSONMessagePart, NetworkItem +from MultiServer import Endpoint +from CommonClient import CommonContext, gui_enabled, ClientCommandProcessor, logger, get_base_parser + +DEBUG = False + + +class AHITJSONToTextParser(JSONtoTextParser): + def _handle_color(self, node: JSONMessagePart): + return self._handle_text(node) # No colors for the in-game text + + +class AHITCommandProcessor(ClientCommandProcessor): + def _cmd_ahit(self): + """Check AHIT Connection State""" + if isinstance(self.ctx, AHITContext): + logger.info(f"AHIT Status: {self.ctx.get_ahit_status()}") + + +class AHITContext(CommonContext): + command_processor = AHITCommandProcessor + game = "A Hat in Time" + + def __init__(self, server_address, password): + super().__init__(server_address, password) + self.proxy = None + self.proxy_task = None + self.gamejsontotext = AHITJSONToTextParser(self) + self.autoreconnect_task = None + self.endpoint = None + self.items_handling = 0b111 + self.room_info = None + self.connected_msg = None + self.game_connected = False + self.awaiting_info = False + self.full_inventory: List[Any] = [] + self.server_msgs: List[Any] = [] + + async def server_auth(self, password_requested: bool = False): + if password_requested and not self.password: + await super(AHITContext, self).server_auth(password_requested) + + await self.get_username() + await self.send_connect() + + def get_ahit_status(self) -> str: + if not self.is_proxy_connected(): + return "Not connected to A Hat in Time" + + return "Connected to A Hat in Time" + + async def send_msgs_proxy(self, msgs: Iterable[dict]) -> bool: + """ `msgs` JSON serializable """ + if not self.endpoint or not self.endpoint.socket.open or self.endpoint.socket.closed: + return False + + if DEBUG: + logger.info(f"Outgoing message: {msgs}") + + await self.endpoint.socket.send(msgs) + return True + + async def disconnect(self, allow_autoreconnect: bool = False): + await super().disconnect(allow_autoreconnect) + + async def disconnect_proxy(self): + if self.endpoint and not self.endpoint.socket.closed: + await self.endpoint.socket.close() + if self.proxy_task is not None: + await self.proxy_task + + def is_connected(self) -> bool: + return self.server and self.server.socket.open + + def is_proxy_connected(self) -> bool: + return self.endpoint and self.endpoint.socket.open + + def on_print_json(self, args: dict): + text = self.gamejsontotext(deepcopy(args["data"])) + msg = {"cmd": "PrintJSON", "data": [{"text": text}], "type": "Chat"} + self.server_msgs.append(encode([msg])) + + if self.ui: + self.ui.print_json(args["data"]) + else: + text = self.jsontotextparser(args["data"]) + logger.info(text) + + def update_items(self): + # just to be safe - we might still have an inventory from a different room + if not self.is_connected(): + return + + self.server_msgs.append(encode([{"cmd": "ReceivedItems", "index": 0, "items": self.full_inventory}])) + + def on_package(self, cmd: str, args: dict): + if cmd == "Connected": + self.connected_msg = encode([args]) + if self.awaiting_info: + self.server_msgs.append(self.room_info) + self.update_items() + self.awaiting_info = False + + elif cmd == "ReceivedItems": + if args["index"] == 0: + self.full_inventory.clear() + + for item in args["items"]: + self.full_inventory.append(NetworkItem(*item)) + + self.server_msgs.append(encode([args])) + + elif cmd == "RoomInfo": + self.seed_name = args["seed_name"] + self.room_info = encode([args]) + + else: + if cmd != "PrintJSON": + self.server_msgs.append(encode([args])) + + def run_gui(self): + from kvui import GameManager + + class AHITManager(GameManager): + logging_pairs = [ + ("Client", "Archipelago") + ] + base_title = "Archipelago A Hat in Time Client" + + self.ui = AHITManager(self) + self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI") + + +async def proxy(websocket, path: str = "/", ctx: AHITContext = None): + ctx.endpoint = Endpoint(websocket) + try: + await on_client_connected(ctx) + + if ctx.is_proxy_connected(): + async for data in websocket: + if DEBUG: + logger.info(f"Incoming message: {data}") + + for msg in decode(data): + if msg["cmd"] == "Connect": + # Proxy is connecting, make sure it is valid + if msg["game"] != "A Hat in Time": + logger.info("Aborting proxy connection: game is not A Hat in Time") + await ctx.disconnect_proxy() + break + + if ctx.seed_name: + seed_name = msg.get("seed_name", "") + if seed_name != "" and seed_name != ctx.seed_name: + logger.info("Aborting proxy connection: seed mismatch from save file") + logger.info(f"Expected: {ctx.seed_name}, got: {seed_name}") + text = encode([{"cmd": "PrintJSON", + "data": [{"text": "Connection aborted - save file to seed mismatch"}]}]) + await ctx.send_msgs_proxy(text) + await ctx.disconnect_proxy() + break + + if ctx.connected_msg and ctx.is_connected(): + await ctx.send_msgs_proxy(ctx.connected_msg) + ctx.update_items() + continue + + if not ctx.is_proxy_connected(): + break + + await ctx.send_msgs([msg]) + + except Exception as e: + if not isinstance(e, websockets.WebSocketException): + logger.exception(e) + finally: + await ctx.disconnect_proxy() + + +async def on_client_connected(ctx: AHITContext): + if ctx.room_info and ctx.is_connected(): + await ctx.send_msgs_proxy(ctx.room_info) + else: + ctx.awaiting_info = True + + +async def proxy_loop(ctx: AHITContext): + try: + while not ctx.exit_event.is_set(): + if len(ctx.server_msgs) > 0: + for msg in ctx.server_msgs: + await ctx.send_msgs_proxy(msg) + + ctx.server_msgs.clear() + await asyncio.sleep(0.1) + except Exception as e: + logger.exception(e) + logger.info("Aborting AHIT Proxy Client due to errors") + + +def launch(): + async def main(): + parser = get_base_parser() + args = parser.parse_args() + + ctx = AHITContext(args.connect, args.password) + logger.info("Starting A Hat in Time proxy server") + ctx.proxy = websockets.serve(functools.partial(proxy, ctx=ctx), + host="localhost", port=11311, ping_timeout=999999, ping_interval=999999) + ctx.proxy_task = asyncio.create_task(proxy_loop(ctx), name="ProxyLoop") + + if gui_enabled: + ctx.run_gui() + ctx.run_cli() + + await ctx.proxy + await ctx.proxy_task + await ctx.exit_event.wait() + + Utils.init_logging("AHITClient") + # options = Utils.get_options() + + import colorama + colorama.init() + asyncio.run(main()) + colorama.deinit() diff --git a/worlds/ahit/DeathWishLocations.py b/worlds/ahit/DeathWishLocations.py new file mode 100644 index 000000000000..ef74cadcaa53 --- /dev/null +++ b/worlds/ahit/DeathWishLocations.py @@ -0,0 +1,243 @@ +from .Types import HatInTimeLocation, HatInTimeItem +from .Regions import create_region +from BaseClasses import Region, LocationProgressType, ItemClassification +from worlds.generic.Rules import add_rule +from typing import List, TYPE_CHECKING +from .Locations import death_wishes +from .Options import EndGoal + +if TYPE_CHECKING: + from . import HatInTimeWorld + + +dw_prereqs = { + "So You're Back From Outer Space": ["Beat the Heat"], + "Snatcher's Hit List": ["Beat the Heat"], + "Snatcher Coins in Mafia Town": ["So You're Back From Outer Space"], + "Rift Collapse: Mafia of Cooks": ["So You're Back From Outer Space"], + "Collect-a-thon": ["So You're Back From Outer Space"], + "She Speedran from Outer Space": ["Rift Collapse: Mafia of Cooks"], + "Mafia's Jumps": ["She Speedran from Outer Space"], + "Vault Codes in the Wind": ["Collect-a-thon", "She Speedran from Outer Space"], + "Encore! Encore!": ["Collect-a-thon"], + + "Security Breach": ["Beat the Heat"], + "Rift Collapse: Dead Bird Studio": ["Security Breach"], + "The Great Big Hootenanny": ["Security Breach"], + "10 Seconds until Self-Destruct": ["The Great Big Hootenanny"], + "Killing Two Birds": ["Rift Collapse: Dead Bird Studio", "10 Seconds until Self-Destruct"], + "Community Rift: Rhythm Jump Studio": ["10 Seconds until Self-Destruct"], + "Snatcher Coins in Battle of the Birds": ["The Great Big Hootenanny"], + "Zero Jumps": ["Rift Collapse: Dead Bird Studio"], + "Snatcher Coins in Nyakuza Metro": ["Killing Two Birds"], + + "Speedrun Well": ["Beat the Heat"], + "Rift Collapse: Sleepy Subcon": ["Speedrun Well"], + "Boss Rush": ["Speedrun Well"], + "Quality Time with Snatcher": ["Rift Collapse: Sleepy Subcon"], + "Breaching the Contract": ["Boss Rush", "Quality Time with Snatcher"], + "Community Rift: Twilight Travels": ["Quality Time with Snatcher"], + "Snatcher Coins in Subcon Forest": ["Rift Collapse: Sleepy Subcon"], + + "Bird Sanctuary": ["Beat the Heat"], + "Snatcher Coins in Alpine Skyline": ["Bird Sanctuary"], + "Wound-Up Windmill": ["Bird Sanctuary"], + "Rift Collapse: Alpine Skyline": ["Bird Sanctuary"], + "Camera Tourist": ["Rift Collapse: Alpine Skyline"], + "Community Rift: The Mountain Rift": ["Rift Collapse: Alpine Skyline"], + "The Illness has Speedrun": ["Rift Collapse: Alpine Skyline", "Wound-Up Windmill"], + + "The Mustache Gauntlet": ["Wound-Up Windmill"], + "No More Bad Guys": ["The Mustache Gauntlet"], + "Seal the Deal": ["Encore! Encore!", "Killing Two Birds", + "Breaching the Contract", "No More Bad Guys"], + + "Rift Collapse: Deep Sea": ["Rift Collapse: Mafia of Cooks", "Rift Collapse: Dead Bird Studio", + "Rift Collapse: Sleepy Subcon", "Rift Collapse: Alpine Skyline"], + + "Cruisin' for a Bruisin'": ["Rift Collapse: Deep Sea"], +} + +dw_candles = [ + "Snatcher's Hit List", + "Zero Jumps", + "Camera Tourist", + "Snatcher Coins in Mafia Town", + "Snatcher Coins in Battle of the Birds", + "Snatcher Coins in Subcon Forest", + "Snatcher Coins in Alpine Skyline", + "Snatcher Coins in Nyakuza Metro", +] + +annoying_dws = [ + "Vault Codes in the Wind", + "Boss Rush", + "Camera Tourist", + "The Mustache Gauntlet", + "Rift Collapse: Deep Sea", + "Cruisin' for a Bruisin'", + "Seal the Deal", # Non-excluded if goal +] + +# includes the above as well +annoying_bonuses = [ + "So You're Back From Outer Space", + "Encore! Encore!", + "Snatcher's Hit List", + "Vault Codes in the Wind", + "10 Seconds until Self-Destruct", + "Killing Two Birds", + "Zero Jumps", + "Boss Rush", + "Bird Sanctuary", + "The Mustache Gauntlet", + "Wound-Up Windmill", + "Camera Tourist", + "Rift Collapse: Deep Sea", + "Cruisin' for a Bruisin'", + "Seal the Deal", +] + +dw_classes = { + "Beat the Heat": "Hat_SnatcherContract_DeathWish_HeatingUpHarder", + "So You're Back From Outer Space": "Hat_SnatcherContract_DeathWish_BackFromSpace", + "Snatcher's Hit List": "Hat_SnatcherContract_DeathWish_KillEverybody", + "Collect-a-thon": "Hat_SnatcherContract_DeathWish_PonFrenzy", + "Rift Collapse: Mafia of Cooks": "Hat_SnatcherContract_DeathWish_RiftCollapse_MafiaTown", + "Encore! Encore!": "Hat_SnatcherContract_DeathWish_MafiaBossEX", + "She Speedran from Outer Space": "Hat_SnatcherContract_DeathWish_Speedrun_MafiaAlien", + "Mafia's Jumps": "Hat_SnatcherContract_DeathWish_NoAPresses_MafiaAlien", + "Vault Codes in the Wind": "Hat_SnatcherContract_DeathWish_MovingVault", + "Snatcher Coins in Mafia Town": "Hat_SnatcherContract_DeathWish_Tokens_MafiaTown", + + "Security Breach": "Hat_SnatcherContract_DeathWish_DeadBirdStudioMoreGuards", + "The Great Big Hootenanny": "Hat_SnatcherContract_DeathWish_DifficultParade", + "Rift Collapse: Dead Bird Studio": "Hat_SnatcherContract_DeathWish_RiftCollapse_Birds", + "10 Seconds until Self-Destruct": "Hat_SnatcherContract_DeathWish_TrainRushShortTime", + "Killing Two Birds": "Hat_SnatcherContract_DeathWish_BirdBossEX", + "Snatcher Coins in Battle of the Birds": "Hat_SnatcherContract_DeathWish_Tokens_Birds", + "Zero Jumps": "Hat_SnatcherContract_DeathWish_NoAPresses", + + "Speedrun Well": "Hat_SnatcherContract_DeathWish_Speedrun_SubWell", + "Rift Collapse: Sleepy Subcon": "Hat_SnatcherContract_DeathWish_RiftCollapse_Subcon", + "Boss Rush": "Hat_SnatcherContract_DeathWish_BossRush", + "Quality Time with Snatcher": "Hat_SnatcherContract_DeathWish_SurvivalOfTheFittest", + "Breaching the Contract": "Hat_SnatcherContract_DeathWish_SnatcherEX", + "Snatcher Coins in Subcon Forest": "Hat_SnatcherContract_DeathWish_Tokens_Subcon", + + "Bird Sanctuary": "Hat_SnatcherContract_DeathWish_NiceBirdhouse", + "Rift Collapse: Alpine Skyline": "Hat_SnatcherContract_DeathWish_RiftCollapse_Alps", + "Wound-Up Windmill": "Hat_SnatcherContract_DeathWish_FastWindmill", + "The Illness has Speedrun": "Hat_SnatcherContract_DeathWish_Speedrun_Illness", + "Snatcher Coins in Alpine Skyline": "Hat_SnatcherContract_DeathWish_Tokens_Alps", + "Camera Tourist": "Hat_SnatcherContract_DeathWish_CameraTourist_1", + + "The Mustache Gauntlet": "Hat_SnatcherContract_DeathWish_HardCastle", + "No More Bad Guys": "Hat_SnatcherContract_DeathWish_MuGirlEX", + + "Seal the Deal": "Hat_SnatcherContract_DeathWish_BossRushEX", + "Rift Collapse: Deep Sea": "Hat_SnatcherContract_DeathWish_RiftCollapse_Cruise", + "Cruisin' for a Bruisin'": "Hat_SnatcherContract_DeathWish_EndlessTasks", + + "Community Rift: Rhythm Jump Studio": "Hat_SnatcherContract_DeathWish_CommunityRift_RhythmJump", + "Community Rift: Twilight Travels": "Hat_SnatcherContract_DeathWish_CommunityRift_TwilightTravels", + "Community Rift: The Mountain Rift": "Hat_SnatcherContract_DeathWish_CommunityRift_MountainRift", + + "Snatcher Coins in Nyakuza Metro": "Hat_SnatcherContract_DeathWish_Tokens_Metro", +} + + +def create_dw_regions(world: "HatInTimeWorld"): + if world.options.DWExcludeAnnoyingContracts: + for name in annoying_dws: + world.excluded_dws.append(name) + + if not world.options.DWEnableBonus or world.options.DWAutoCompleteBonuses: + for name in death_wishes: + world.excluded_bonuses.append(name) + elif world.options.DWExcludeAnnoyingBonuses: + for name in annoying_bonuses: + world.excluded_bonuses.append(name) + + if world.options.DWExcludeCandles: + for name in dw_candles: + if name not in world.excluded_dws: + world.excluded_dws.append(name) + + spaceship = world.multiworld.get_region("Spaceship", world.player) + dw_map: Region = create_region(world, "Death Wish Map") + entrance = spaceship.connect(dw_map, "-> Death Wish Map") + add_rule(entrance, lambda state: state.has("Time Piece", world.player, world.options.DWTimePieceRequirement)) + + if world.options.DWShuffle: + # Connect Death Wishes randomly to one another in a linear sequence + dw_list: List[str] = [] + for name in death_wishes.keys(): + # Don't shuffle excluded or invalid Death Wishes + if not world.is_dlc2() and name == "Snatcher Coins in Nyakuza Metro" or world.is_dw_excluded(name): + continue + + dw_list.append(name) + + world.random.shuffle(dw_list) + count = world.random.randint(world.options.DWShuffleCountMin.value, world.options.DWShuffleCountMax.value) + dw_shuffle: List[str] = [] + total = min(len(dw_list), count) + for i in range(total): + dw_shuffle.append(dw_list[i]) + + # Seal the Deal is always last if it's the goal + if world.options.EndGoal == EndGoal.option_seal_the_deal: + if "Seal the Deal" in dw_shuffle: + dw_shuffle.remove("Seal the Deal") + + dw_shuffle.append("Seal the Deal") + + world.dw_shuffle = dw_shuffle + prev_dw = dw_map + for death_wish_name in dw_shuffle: + dw = create_region(world, death_wish_name) + prev_dw.connect(dw) + create_dw_locations(world, dw) + prev_dw = dw + else: + # DWShuffle is disabled, use vanilla connections + for key in death_wishes.keys(): + if key == "Snatcher Coins in Nyakuza Metro" and not world.is_dlc2(): + world.excluded_dws.append(key) + continue + + dw = create_region(world, key) + if key == "Beat the Heat": + dw_map.connect(dw, f"{dw_map.name} -> Beat the Heat") + elif key in dw_prereqs.keys(): + for name in dw_prereqs[key]: + parent = world.multiworld.get_region(name, world.player) + parent.connect(dw, f"{parent.name} -> {key}") + + create_dw_locations(world, dw) + + +def create_dw_locations(world: "HatInTimeWorld", dw: Region): + loc_id = death_wishes[dw.name] + main_objective = HatInTimeLocation(world.player, f"{dw.name} - Main Objective", loc_id, dw) + full_clear = HatInTimeLocation(world.player, f"{dw.name} - All Clear", loc_id + 1, dw) + main_stamp = HatInTimeLocation(world.player, f"Main Stamp - {dw.name}", None, dw) + bonus_stamps = HatInTimeLocation(world.player, f"Bonus Stamps - {dw.name}", None, dw) + main_stamp.show_in_spoiler = False + bonus_stamps.show_in_spoiler = False + dw.locations.append(main_stamp) + dw.locations.append(bonus_stamps) + main_stamp.place_locked_item(HatInTimeItem(f"1 Stamp - {dw.name}", + ItemClassification.progression, None, world.player)) + bonus_stamps.place_locked_item(HatInTimeItem(f"2 Stamp - {dw.name}", + ItemClassification.progression, None, world.player)) + + if dw.name in world.excluded_dws: + main_objective.progress_type = LocationProgressType.EXCLUDED + full_clear.progress_type = LocationProgressType.EXCLUDED + elif world.is_bonus_excluded(dw.name): + full_clear.progress_type = LocationProgressType.EXCLUDED + + dw.locations.append(main_objective) + dw.locations.append(full_clear) diff --git a/worlds/ahit/DeathWishRules.py b/worlds/ahit/DeathWishRules.py new file mode 100644 index 000000000000..50fafd0a4d08 --- /dev/null +++ b/worlds/ahit/DeathWishRules.py @@ -0,0 +1,462 @@ +from worlds.AutoWorld import CollectionState +from .Rules import can_use_hat, can_use_hookshot, can_hit, zipline_logic, get_difficulty, has_paintings +from .Types import HatType, Difficulty, HatInTimeLocation, HatInTimeItem, LocData, HitType +from .DeathWishLocations import dw_prereqs, dw_candles +from BaseClasses import Entrance, Location, ItemClassification +from worlds.generic.Rules import add_rule, set_rule +from typing import List, Callable, TYPE_CHECKING +from .Locations import death_wishes +from .Options import EndGoal + +if TYPE_CHECKING: + from . import HatInTimeWorld + + +# Any speedruns expect the player to have Sprint Hat +dw_requirements = { + "Beat the Heat": LocData(hit_type=HitType.umbrella), + "So You're Back From Outer Space": LocData(hookshot=True), + "Mafia's Jumps": LocData(required_hats=[HatType.ICE]), + "Vault Codes in the Wind": LocData(required_hats=[HatType.SPRINT]), + + "Security Breach": LocData(hit_type=HitType.umbrella_or_brewing), + "10 Seconds until Self-Destruct": LocData(hookshot=True), + "Community Rift: Rhythm Jump Studio": LocData(required_hats=[HatType.ICE]), + + "Speedrun Well": LocData(hookshot=True, hit_type=HitType.umbrella_or_brewing), + "Boss Rush": LocData(hit_type=HitType.umbrella, hookshot=True), + "Community Rift: Twilight Travels": LocData(hookshot=True, required_hats=[HatType.DWELLER]), + + "Bird Sanctuary": LocData(hookshot=True), + "Wound-Up Windmill": LocData(hookshot=True), + "The Illness has Speedrun": LocData(hookshot=True), + "Community Rift: The Mountain Rift": LocData(hookshot=True, required_hats=[HatType.DWELLER]), + "Camera Tourist": LocData(misc_required=["Camera Badge"]), + + "The Mustache Gauntlet": LocData(hookshot=True, required_hats=[HatType.DWELLER]), + + "Rift Collapse - Deep Sea": LocData(hookshot=True), +} + +# Includes main objective requirements +dw_bonus_requirements = { + # Some One-Hit Hero requirements need badge pins as well because of Hookshot + "So You're Back From Outer Space": LocData(required_hats=[HatType.SPRINT]), + "Encore! Encore!": LocData(misc_required=["One-Hit Hero Badge"]), + + "10 Seconds until Self-Destruct": LocData(misc_required=["One-Hit Hero Badge", "Badge Pin"]), + + "Boss Rush": LocData(misc_required=["One-Hit Hero Badge", "Badge Pin"]), + "Community Rift: Twilight Travels": LocData(required_hats=[HatType.BREWING]), + + "Bird Sanctuary": LocData(misc_required=["One-Hit Hero Badge", "Badge Pin"], required_hats=[HatType.DWELLER]), + "Wound-Up Windmill": LocData(misc_required=["One-Hit Hero Badge", "Badge Pin"]), + "The Illness has Speedrun": LocData(required_hats=[HatType.SPRINT]), + + "The Mustache Gauntlet": LocData(required_hats=[HatType.ICE]), + + "Rift Collapse - Deep Sea": LocData(required_hats=[HatType.DWELLER]), +} + +dw_stamp_costs = { + "So You're Back From Outer Space": 2, + "Collect-a-thon": 5, + "She Speedran from Outer Space": 8, + "Encore! Encore!": 10, + + "Security Breach": 4, + "The Great Big Hootenanny": 7, + "10 Seconds until Self-Destruct": 15, + "Killing Two Birds": 25, + "Snatcher Coins in Nyakuza Metro": 30, + + "Speedrun Well": 10, + "Boss Rush": 15, + "Quality Time with Snatcher": 20, + "Breaching the Contract": 40, + + "Bird Sanctuary": 15, + "Wound-Up Windmill": 30, + "The Illness has Speedrun": 35, + + "The Mustache Gauntlet": 35, + "No More Bad Guys": 50, + "Seal the Deal": 70, +} + +required_snatcher_coins = { + "Snatcher Coins in Mafia Town": ["Snatcher Coin - Top of HQ", "Snatcher Coin - Top of Tower", + "Snatcher Coin - Under Ruined Tower"], + + "Snatcher Coins in Battle of the Birds": ["Snatcher Coin - Top of Red House", "Snatcher Coin - Train Rush", + "Snatcher Coin - Picture Perfect"], + + "Snatcher Coins in Subcon Forest": ["Snatcher Coin - Swamp Tree", "Snatcher Coin - Manor Roof", + "Snatcher Coin - Giant Time Piece"], + + "Snatcher Coins in Alpine Skyline": ["Snatcher Coin - Goat Village Top", "Snatcher Coin - Lava Cake", + "Snatcher Coin - Windmill"], + + "Snatcher Coins in Nyakuza Metro": ["Snatcher Coin - Green Clean Tower", "Snatcher Coin - Bluefin Cat Train", + "Snatcher Coin - Pink Paw Fence"], +} + + +def set_dw_rules(world: "HatInTimeWorld"): + if "Snatcher's Hit List" not in world.excluded_dws or "Camera Tourist" not in world.excluded_dws: + set_enemy_rules(world) + + dw_list: List[str] = [] + if world.options.DWShuffle: + dw_list = world.dw_shuffle + else: + for name in death_wishes.keys(): + dw_list.append(name) + + for name in dw_list: + if name == "Snatcher Coins in Nyakuza Metro" and not world.is_dlc2(): + continue + + dw = world.multiworld.get_region(name, world.player) + if not world.options.DWShuffle and name in dw_stamp_costs.keys(): + for entrance in dw.entrances: + add_rule(entrance, lambda state, n=name: state.has("Stamps", world.player, dw_stamp_costs[n])) + + main_objective = world.multiworld.get_location(f"{name} - Main Objective", world.player) + all_clear = world.multiworld.get_location(f"{name} - All Clear", world.player) + main_stamp = world.multiworld.get_location(f"Main Stamp - {name}", world.player) + bonus_stamps = world.multiworld.get_location(f"Bonus Stamps - {name}", world.player) + if not world.options.DWEnableBonus: + # place nothing, but let the locations exist still, so we can use them for bonus stamp rules + all_clear.address = None + all_clear.place_locked_item(HatInTimeItem("Nothing", ItemClassification.filler, None, world.player)) + all_clear.show_in_spoiler = False + + # No need for rules if excluded - stamps will be auto-granted + if world.is_dw_excluded(name): + continue + + modify_dw_rules(world, name) + add_dw_rules(world, main_objective) + add_dw_rules(world, all_clear) + add_rule(main_stamp, main_objective.access_rule) + add_rule(all_clear, main_objective.access_rule) + # Only set bonus stamp rules if we don't auto complete bonuses + if not world.options.DWAutoCompleteBonuses and not world.is_bonus_excluded(all_clear.name): + add_rule(bonus_stamps, all_clear.access_rule) + + if world.options.DWShuffle: + for i in range(len(world.dw_shuffle)-1): + name = world.dw_shuffle[i+1] + prev_dw = world.multiworld.get_region(world.dw_shuffle[i], world.player) + entrance = world.multiworld.get_entrance(f"{prev_dw.name} -> {name}", world.player) + add_rule(entrance, lambda state, n=prev_dw.name: state.has(f"1 Stamp - {n}", world.player)) + else: + for key, reqs in dw_prereqs.items(): + if key == "Snatcher Coins in Nyakuza Metro" and not world.is_dlc2(): + continue + + access_rules: List[Callable[[CollectionState], bool]] = [] + entrances: List[Entrance] = [] + + for parent in reqs: + entrance = world.multiworld.get_entrance(f"{parent} -> {key}", world.player) + entrances.append(entrance) + + if not world.is_dw_excluded(parent): + access_rules.append(lambda state, n=parent: state.has(f"1 Stamp - {n}", world.player)) + + for entrance in entrances: + for rule in access_rules: + add_rule(entrance, rule) + + if world.options.EndGoal == EndGoal.option_seal_the_deal: + world.multiworld.completion_condition[world.player] = lambda state: \ + state.has("1 Stamp - Seal the Deal", world.player) + + +def add_dw_rules(world: "HatInTimeWorld", loc: Location): + bonus: bool = "All Clear" in loc.name + if not bonus: + data = dw_requirements.get(loc.name) + else: + data = dw_bonus_requirements.get(loc.name) + + if data is None: + return + + if data.hookshot: + add_rule(loc, lambda state: can_use_hookshot(state, world)) + + for hat in data.required_hats: + add_rule(loc, lambda state, h=hat: can_use_hat(state, world, h)) + + for misc in data.misc_required: + add_rule(loc, lambda state, item=misc: state.has(item, world.player)) + + if data.paintings > 0 and world.options.ShuffleSubconPaintings: + add_rule(loc, lambda state, paintings=data.paintings: has_paintings(state, world, paintings)) + + if data.hit_type is not HitType.none and world.options.UmbrellaLogic: + if data.hit_type == HitType.umbrella: + add_rule(loc, lambda state: state.has("Umbrella", world.player)) + + elif data.hit_type == HitType.umbrella_or_brewing: + add_rule(loc, lambda state: state.has("Umbrella", world.player) + or can_use_hat(state, world, HatType.BREWING)) + + elif data.hit_type == HitType.dweller_bell: + add_rule(loc, lambda state: state.has("Umbrella", world.player) + or can_use_hat(state, world, HatType.BREWING) + or can_use_hat(state, world, HatType.DWELLER)) + + +def modify_dw_rules(world: "HatInTimeWorld", name: str): + difficulty: Difficulty = get_difficulty(world) + main_objective = world.multiworld.get_location(f"{name} - Main Objective", world.player) + full_clear = world.multiworld.get_location(f"{name} - All Clear", world.player) + + if name == "The Illness has Speedrun": + # All stamps with hookshot only in Expert + if difficulty >= Difficulty.EXPERT: + set_rule(full_clear, lambda state: True) + else: + add_rule(main_objective, lambda state: state.has("Umbrella", world.player)) + + elif name == "The Mustache Gauntlet": + add_rule(main_objective, lambda state: state.has("Umbrella", world.player) + or can_use_hat(state, world, HatType.ICE) or can_use_hat(state, world, HatType.BREWING)) + + elif name == "Vault Codes in the Wind": + # Sprint is normally expected here + if difficulty >= Difficulty.HARD: + set_rule(main_objective, lambda state: True) + + elif name == "Speedrun Well": + # All stamps with nothing :) + if difficulty >= Difficulty.EXPERT: + set_rule(main_objective, lambda state: True) + + elif name == "Mafia's Jumps": + if difficulty >= Difficulty.HARD: + set_rule(main_objective, lambda state: True) + set_rule(full_clear, lambda state: True) + + elif name == "So You're Back from Outer Space": + # Without Hookshot + if difficulty >= Difficulty.HARD: + set_rule(main_objective, lambda state: True) + + elif name == "Wound-Up Windmill": + # No badge pin required. Player can switch to One Hit Hero after the checkpoint and do level without it. + if difficulty >= Difficulty.MODERATE: + set_rule(full_clear, lambda state: can_use_hookshot(state, world) + and state.has("One-Hit Hero Badge", world.player)) + + if name in dw_candles: + set_candle_dw_rules(name, world) + + +def set_candle_dw_rules(name: str, world: "HatInTimeWorld"): + main_objective = world.multiworld.get_location(f"{name} - Main Objective", world.player) + full_clear = world.multiworld.get_location(f"{name} - All Clear", world.player) + + if name == "Zero Jumps": + add_rule(main_objective, lambda state: state.has("Zero Jumps", world.player)) + add_rule(full_clear, lambda state: state.has("Zero Jumps", world.player, 4) + and state.has("Train Rush (Zero Jumps)", world.player) and can_use_hat(state, world, HatType.ICE)) + + # No Ice Hat/painting required in Expert for Toilet Zero Jumps + # This painting wall can only be skipped via cherry hover. + if get_difficulty(world) < Difficulty.EXPERT or world.options.NoPaintingSkips: + set_rule(world.multiworld.get_location("Toilet of Doom (Zero Jumps)", world.player), + lambda state: can_use_hookshot(state, world) and can_hit(state, world) + and has_paintings(state, world, 1, False)) + else: + set_rule(world.multiworld.get_location("Toilet of Doom (Zero Jumps)", world.player), + lambda state: can_use_hookshot(state, world) and can_hit(state, world)) + + set_rule(world.multiworld.get_location("Contractual Obligations (Zero Jumps)", world.player), + lambda state: has_paintings(state, world, 1, False)) + + elif name == "Snatcher's Hit List": + add_rule(main_objective, lambda state: state.has("Mafia Goon", world.player)) + add_rule(full_clear, lambda state: state.has("Enemy", world.player, 12)) + + elif name == "Camera Tourist": + add_rule(main_objective, lambda state: state.has("Enemy", world.player, 8)) + add_rule(full_clear, lambda state: state.has("Boss", world.player, 6) + and state.has("Triple Enemy Photo", world.player)) + + elif "Snatcher Coins" in name: + coins: List[str] = [] + for coin in required_snatcher_coins[name]: + coins.append(coin) + add_rule(full_clear, lambda state, c=coin: state.has(c, world.player)) + + # any coin works for the main objective + add_rule(main_objective, lambda state: state.has(coins[0], world.player) + or state.has(coins[1], world.player) + or state.has(coins[2], world.player)) + + +def create_enemy_events(world: "HatInTimeWorld"): + no_tourist = "Camera Tourist" in world.excluded_dws + for enemy, regions in hit_list.items(): + if no_tourist and enemy in bosses: + continue + + for area in regions: + if (area == "Bon Voyage!" or area == "Time Rift - Deep Sea") and not world.is_dlc1(): + continue + + if area == "Time Rift - Tour" and (not world.is_dlc1() or world.options.ExcludeTour): + continue + + if area == "Bluefin Tunnel" and not world.is_dlc2(): + continue + + if world.options.DWShuffle and area in death_wishes.keys() and area not in world.dw_shuffle: + continue + + region = world.multiworld.get_region(area, world.player) + event = HatInTimeLocation(world.player, f"{enemy} - {area}", None, region) + event.place_locked_item(HatInTimeItem(enemy, ItemClassification.progression, None, world.player)) + region.locations.append(event) + event.show_in_spoiler = False + + for name in triple_enemy_locations: + if name == "Time Rift - Tour" and (not world.is_dlc1() or world.options.ExcludeTour): + continue + + if world.options.DWShuffle and name in death_wishes.keys() and name not in world.dw_shuffle: + continue + + region = world.multiworld.get_region(name, world.player) + event = HatInTimeLocation(world.player, f"Triple Enemy Photo - {name}", None, region) + event.place_locked_item(HatInTimeItem("Triple Enemy Photo", ItemClassification.progression, None, world.player)) + region.locations.append(event) + event.show_in_spoiler = False + if name == "The Mustache Gauntlet": + add_rule(event, lambda state: can_use_hookshot(state, world) and can_use_hat(state, world, HatType.DWELLER)) + + +def set_enemy_rules(world: "HatInTimeWorld"): + no_tourist = "Camera Tourist" in world.excluded_dws or "Camera Tourist" in world.excluded_bonuses + + for enemy, regions in hit_list.items(): + if no_tourist and enemy in bosses: + continue + + for area in regions: + if (area == "Bon Voyage!" or area == "Time Rift - Deep Sea") and not world.is_dlc1(): + continue + + if area == "Time Rift - Tour" and (not world.is_dlc1() or world.options.ExcludeTour): + continue + + if area == "Bluefin Tunnel" and not world.is_dlc2(): + continue + + if world.options.DWShuffle and area in death_wishes and area not in world.dw_shuffle: + continue + + event = world.multiworld.get_location(f"{enemy} - {area}", world.player) + + if enemy == "Toxic Flower": + add_rule(event, lambda state: can_use_hookshot(state, world)) + + if area == "The Illness has Spread": + add_rule(event, lambda state: not zipline_logic(world) or + state.has("Zipline Unlock - The Birdhouse Path", world.player) + or state.has("Zipline Unlock - The Lava Cake Path", world.player) + or state.has("Zipline Unlock - The Windmill Path", world.player)) + + elif enemy == "Director": + if area == "Dead Bird Studio Basement": + add_rule(event, lambda state: can_use_hookshot(state, world)) + + elif enemy == "Snatcher" or enemy == "Mustache Girl": + if area == "Boss Rush": + # need to be able to kill toilet and snatcher + add_rule(event, lambda state: can_hit(state, world) and can_use_hookshot(state, world)) + if enemy == "Mustache Girl": + add_rule(event, lambda state: can_hit(state, world, True) and can_use_hookshot(state, world)) + + elif area == "The Finale" and enemy == "Mustache Girl": + add_rule(event, lambda state: can_use_hookshot(state, world) + and can_use_hat(state, world, HatType.DWELLER)) + + elif enemy == "Shock Squid" or enemy == "Ninja Cat": + if area == "Time Rift - Deep Sea": + add_rule(event, lambda state: can_use_hookshot(state, world)) + + +# Enemies for Snatcher's Hit List/Camera Tourist, and where to find them +hit_list = { + "Mafia Goon": ["Mafia Town Area", "Time Rift - Mafia of Cooks", "Time Rift - Tour", + "Bon Voyage!", "The Mustache Gauntlet", "Rift Collapse: Mafia of Cooks", + "So You're Back From Outer Space"], + + "Sleepy Raccoon": ["She Came from Outer Space", "Down with the Mafia!", "The Twilight Bell", + "She Speedran from Outer Space", "Mafia's Jumps", "The Mustache Gauntlet", + "Time Rift - Sleepy Subcon", "Rift Collapse: Sleepy Subcon"], + + "UFO": ["Picture Perfect", "So You're Back From Outer Space", "Community Rift: Rhythm Jump Studio"], + + "Rat": ["Down with the Mafia!", "Bluefin Tunnel"], + + "Shock Squid": ["Bon Voyage!", "Time Rift - Sleepy Subcon", "Time Rift - Deep Sea", + "Rift Collapse: Sleepy Subcon"], + + "Shromb Egg": ["The Birdhouse", "Bird Sanctuary"], + + "Spider": ["Subcon Forest Area", "The Mustache Gauntlet", "Speedrun Well", + "The Lava Cake", "The Windmill"], + + "Crow": ["Mafia Town Area", "The Birdhouse", "Time Rift - Tour", "Bird Sanctuary", + "Time Rift - Alpine Skyline", "Rift Collapse: Alpine Skyline"], + + "Pompous Crow": ["The Birdhouse", "Time Rift - The Lab", "Bird Sanctuary", "The Mustache Gauntlet"], + + "Fiery Crow": ["The Finale", "The Lava Cake", "The Mustache Gauntlet"], + + "Express Owl": ["The Finale", "Time Rift - The Owl Express", "Time Rift - Deep Sea"], + + "Ninja Cat": ["The Birdhouse", "The Windmill", "Bluefin Tunnel", "The Mustache Gauntlet", + "Time Rift - Curly Tail Trail", "Time Rift - Alpine Skyline", "Time Rift - Deep Sea", + "Rift Collapse: Alpine Skyline"], + + # Bosses + "Mafia Boss": ["Down with the Mafia!", "Encore! Encore!", "Boss Rush"], + + "Conductor": ["Dead Bird Studio Basement", "Killing Two Birds", "Boss Rush"], + "Toilet": ["Toilet of Doom", "Boss Rush"], + + "Snatcher": ["Your Contract has Expired", "Breaching the Contract", "Boss Rush", + "Quality Time with Snatcher"], + + "Toxic Flower": ["The Illness has Spread", "The Illness has Speedrun"], + + "Mustache Girl": ["The Finale", "Boss Rush", "No More Bad Guys"], +} + +# Camera Tourist has a bonus that requires getting three different types of enemies in one photo. +triple_enemy_locations = [ + "She Came from Outer Space", + "She Speedran from Outer Space", + "Mafia's Jumps", + "The Mustache Gauntlet", + "The Birdhouse", + "Bird Sanctuary", + "Time Rift - Tour", +] + +bosses = [ + "Mafia Boss", + "Conductor", + "Toilet", + "Snatcher", + "Toxic Flower", + "Mustache Girl", +] diff --git a/worlds/ahit/Items.py b/worlds/ahit/Items.py new file mode 100644 index 000000000000..3ef83fe81e6d --- /dev/null +++ b/worlds/ahit/Items.py @@ -0,0 +1,302 @@ +from BaseClasses import Item, ItemClassification +from .Types import HatDLC, HatType, hat_type_to_item, Difficulty, ItemData, HatInTimeItem +from .Locations import get_total_locations +from .Rules import get_difficulty +from .Options import get_total_time_pieces, CTRLogic +from typing import List, Dict, TYPE_CHECKING + +if TYPE_CHECKING: + from . import HatInTimeWorld + + +def create_itempool(world: "HatInTimeWorld") -> List[Item]: + itempool: List[Item] = [] + if world.has_yarn(): + yarn_pool: List[Item] = create_multiple_items(world, "Yarn", + world.options.YarnAvailable.value, + ItemClassification.progression_skip_balancing) + + for i in range(int(len(yarn_pool) * (0.01 * world.options.YarnBalancePercent))): + yarn_pool[i].classification = ItemClassification.progression + + itempool += yarn_pool + + for name in item_table.keys(): + if name == "Yarn": + continue + + if not item_dlc_enabled(world, name): + continue + + if not world.options.HatItems and name in hat_type_to_item.values(): + continue + + item_type: ItemClassification = item_table.get(name).classification + + if world.is_dw_only(): + if item_type is ItemClassification.progression \ + or item_type is ItemClassification.progression_skip_balancing: + continue + else: + if name == "Scooter Badge": + if world.options.CTRLogic is CTRLogic.option_scooter or get_difficulty(world) >= Difficulty.MODERATE: + item_type = ItemClassification.progression + elif name == "No Bonk Badge" and world.is_dw(): + item_type = ItemClassification.progression + + # some death wish bonuses require one hit hero + hookshot + if world.is_dw() and name == "Badge Pin" and not world.is_dw_only(): + item_type = ItemClassification.progression + + if item_type is ItemClassification.filler or item_type is ItemClassification.trap: + continue + + if name in act_contracts.keys() and not world.options.ShuffleActContracts: + continue + + if name in alps_hooks.keys() and not world.options.ShuffleAlpineZiplines: + continue + + if name == "Progressive Painting Unlock" and not world.options.ShuffleSubconPaintings: + continue + + if world.options.StartWithCompassBadge and name == "Compass Badge": + continue + + if name == "Time Piece": + tp_list: List[Item] = create_multiple_items(world, name, get_total_time_pieces(world), item_type) + for i in range(int(len(tp_list) * (0.01 * world.options.TimePieceBalancePercent))): + tp_list[i].classification = ItemClassification.progression + + itempool += tp_list + continue + + itempool += create_multiple_items(world, name, item_frequencies.get(name, 1), item_type) + + itempool += create_junk_items(world, get_total_locations(world) - len(itempool)) + return itempool + + +def calculate_yarn_costs(world: "HatInTimeWorld"): + min_yarn_cost = int(min(world.options.YarnCostMin.value, world.options.YarnCostMax.value)) + max_yarn_cost = int(max(world.options.YarnCostMin.value, world.options.YarnCostMax.value)) + + max_cost = 0 + for i in range(5): + hat: HatType = HatType(i) + if not world.is_hat_precollected(hat): + cost: int = world.random.randint(min_yarn_cost, max_yarn_cost) + world.hat_yarn_costs[hat] = cost + max_cost += cost + else: + world.hat_yarn_costs[hat] = 0 + + available_yarn: int = world.options.YarnAvailable.value + if max_cost > available_yarn: + world.options.YarnAvailable.value = max_cost + available_yarn = max_cost + + extra_yarn = max_cost + world.options.MinExtraYarn - available_yarn + if extra_yarn > 0: + world.options.YarnAvailable.value += extra_yarn + + +def item_dlc_enabled(world: "HatInTimeWorld", name: str) -> bool: + data = item_table[name] + + if data.dlc_flags == HatDLC.none: + return True + elif data.dlc_flags == HatDLC.dlc1 and world.is_dlc1(): + return True + elif data.dlc_flags == HatDLC.dlc2 and world.is_dlc2(): + return True + elif data.dlc_flags == HatDLC.death_wish and world.is_dw(): + return True + + return False + + +def create_item(world: "HatInTimeWorld", name: str) -> Item: + data = item_table[name] + return HatInTimeItem(name, data.classification, data.code, world.player) + + +def create_multiple_items(world: "HatInTimeWorld", name: str, count: int = 1, + item_type: ItemClassification = ItemClassification.progression) -> List[Item]: + + data = item_table[name] + itemlist: List[Item] = [] + + for i in range(count): + itemlist += [HatInTimeItem(name, item_type, data.code, world.player)] + + return itemlist + + +def create_junk_items(world: "HatInTimeWorld", count: int) -> List[Item]: + trap_chance = world.options.TrapChance.value + junk_pool: List[Item] = [] + junk_list: Dict[str, int] = {} + trap_list: Dict[str, int] = {} + ic: ItemClassification + + for name in item_table.keys(): + ic = item_table[name].classification + if ic == ItemClassification.filler: + if world.is_dw_only() and "Pons" in name: + continue + + junk_list[name] = junk_weights.get(name) + + elif trap_chance > 0 and ic == ItemClassification.trap: + if name == "Baby Trap": + trap_list[name] = world.options.BabyTrapWeight.value + elif name == "Laser Trap": + trap_list[name] = world.options.LaserTrapWeight.value + elif name == "Parade Trap": + trap_list[name] = world.options.ParadeTrapWeight.value + + for i in range(count): + if trap_chance > 0 and world.random.randint(1, 100) <= trap_chance: + junk_pool.append(world.create_item( + world.random.choices(list(trap_list.keys()), weights=list(trap_list.values()), k=1)[0])) + else: + junk_pool.append(world.create_item( + world.random.choices(list(junk_list.keys()), weights=list(junk_list.values()), k=1)[0])) + + return junk_pool + + +def get_shop_trap_name(world: "HatInTimeWorld") -> str: + rand = world.random.randint(1, 9) + name = "" + if rand == 1: + name = "Time Plece" + elif rand == 2: + name = "Time Piece (Trust me bro)" + elif rand == 3: + name = "TimePiece" + elif rand == 4: + name = "Time Piece?" + elif rand == 5: + name = "Time Pizza" + elif rand == 6: + name = "Time piece" + elif rand == 7: + name = "TIme Piece" + elif rand == 8: + name = "Time Piece (maybe)" + elif rand == 9: + name = "Time Piece ;)" + + return name + + +ahit_items = { + "Yarn": ItemData(2000300001, ItemClassification.progression_skip_balancing), + "Time Piece": ItemData(2000300002, ItemClassification.progression_skip_balancing), + + # for HatItems option + "Sprint Hat": ItemData(2000300049, ItemClassification.progression), + "Brewing Hat": ItemData(2000300050, ItemClassification.progression), + "Ice Hat": ItemData(2000300051, ItemClassification.progression), + "Dweller Mask": ItemData(2000300052, ItemClassification.progression), + "Time Stop Hat": ItemData(2000300053, ItemClassification.progression), + + # Badges + "Projectile Badge": ItemData(2000300024, ItemClassification.useful), + "Fast Hatter Badge": ItemData(2000300025, ItemClassification.useful), + "Hover Badge": ItemData(2000300026, ItemClassification.useful), + "Hookshot Badge": ItemData(2000300027, ItemClassification.progression), + "Item Magnet Badge": ItemData(2000300028, ItemClassification.useful), + "No Bonk Badge": ItemData(2000300029, ItemClassification.useful), + "Compass Badge": ItemData(2000300030, ItemClassification.useful), + "Scooter Badge": ItemData(2000300031, ItemClassification.useful), + "One-Hit Hero Badge": ItemData(2000300038, ItemClassification.progression, HatDLC.death_wish), + "Camera Badge": ItemData(2000300042, ItemClassification.progression, HatDLC.death_wish), + + # Relics + "Relic (Burger Patty)": ItemData(2000300006, ItemClassification.progression), + "Relic (Burger Cushion)": ItemData(2000300007, ItemClassification.progression), + "Relic (Mountain Set)": ItemData(2000300008, ItemClassification.progression), + "Relic (Train)": ItemData(2000300009, ItemClassification.progression), + "Relic (UFO)": ItemData(2000300010, ItemClassification.progression), + "Relic (Cow)": ItemData(2000300011, ItemClassification.progression), + "Relic (Cool Cow)": ItemData(2000300012, ItemClassification.progression), + "Relic (Tin-foil Hat Cow)": ItemData(2000300013, ItemClassification.progression), + "Relic (Crayon Box)": ItemData(2000300014, ItemClassification.progression), + "Relic (Red Crayon)": ItemData(2000300015, ItemClassification.progression), + "Relic (Blue Crayon)": ItemData(2000300016, ItemClassification.progression), + "Relic (Green Crayon)": ItemData(2000300017, ItemClassification.progression), + # DLC + "Relic (Cake Stand)": ItemData(2000300018, ItemClassification.progression, HatDLC.dlc1), + "Relic (Shortcake)": ItemData(2000300019, ItemClassification.progression, HatDLC.dlc1), + "Relic (Chocolate Cake Slice)": ItemData(2000300020, ItemClassification.progression, HatDLC.dlc1), + "Relic (Chocolate Cake)": ItemData(2000300021, ItemClassification.progression, HatDLC.dlc1), + "Relic (Necklace Bust)": ItemData(2000300022, ItemClassification.progression, HatDLC.dlc2), + "Relic (Necklace)": ItemData(2000300023, ItemClassification.progression, HatDLC.dlc2), + + # Garbage items + "25 Pons": ItemData(2000300034, ItemClassification.filler), + "50 Pons": ItemData(2000300035, ItemClassification.filler), + "100 Pons": ItemData(2000300036, ItemClassification.filler), + "Health Pon": ItemData(2000300037, ItemClassification.filler), + "Random Cosmetic": ItemData(2000300044, ItemClassification.filler), + + # Traps + "Baby Trap": ItemData(2000300039, ItemClassification.trap), + "Laser Trap": ItemData(2000300040, ItemClassification.trap), + "Parade Trap": ItemData(2000300041, ItemClassification.trap), + + # Other + "Badge Pin": ItemData(2000300043, ItemClassification.useful), + "Umbrella": ItemData(2000300033, ItemClassification.progression), + "Progressive Painting Unlock": ItemData(2000300003, ItemClassification.progression), + # DLC + "Metro Ticket - Yellow": ItemData(2000300045, ItemClassification.progression, HatDLC.dlc2), + "Metro Ticket - Green": ItemData(2000300046, ItemClassification.progression, HatDLC.dlc2), + "Metro Ticket - Blue": ItemData(2000300047, ItemClassification.progression, HatDLC.dlc2), + "Metro Ticket - Pink": ItemData(2000300048, ItemClassification.progression, HatDLC.dlc2), +} + +act_contracts = { + "Snatcher's Contract - The Subcon Well": ItemData(2000300200, ItemClassification.progression), + "Snatcher's Contract - Toilet of Doom": ItemData(2000300201, ItemClassification.progression), + "Snatcher's Contract - Queen Vanessa's Manor": ItemData(2000300202, ItemClassification.progression), + "Snatcher's Contract - Mail Delivery Service": ItemData(2000300203, ItemClassification.progression), +} + +alps_hooks = { + "Zipline Unlock - The Birdhouse Path": ItemData(2000300204, ItemClassification.progression), + "Zipline Unlock - The Lava Cake Path": ItemData(2000300205, ItemClassification.progression), + "Zipline Unlock - The Windmill Path": ItemData(2000300206, ItemClassification.progression), + "Zipline Unlock - The Twilight Bell Path": ItemData(2000300207, ItemClassification.progression), +} + +relic_groups = { + "Burger": {"Relic (Burger Patty)", "Relic (Burger Cushion)"}, + "Train": {"Relic (Mountain Set)", "Relic (Train)"}, + "UFO": {"Relic (UFO)", "Relic (Cow)", "Relic (Cool Cow)", "Relic (Tin-foil Hat Cow)"}, + "Crayon": {"Relic (Crayon Box)", "Relic (Red Crayon)", "Relic (Blue Crayon)", "Relic (Green Crayon)"}, + "Cake": {"Relic (Cake Stand)", "Relic (Chocolate Cake)", "Relic (Chocolate Cake Slice)", "Relic (Shortcake)"}, + "Necklace": {"Relic (Necklace Bust)", "Relic (Necklace)"}, +} + +item_frequencies = { + "Badge Pin": 2, + "Progressive Painting Unlock": 3, +} + +junk_weights = { + "25 Pons": 50, + "50 Pons": 25, + "100 Pons": 10, + "Health Pon": 35, + "Random Cosmetic": 35, +} + +item_table = { + **ahit_items, + **act_contracts, + **alps_hooks, +} diff --git a/worlds/ahit/Locations.py b/worlds/ahit/Locations.py new file mode 100644 index 000000000000..9954514e8f3b --- /dev/null +++ b/worlds/ahit/Locations.py @@ -0,0 +1,1057 @@ +from .Types import HatDLC, HatType, LocData, Difficulty, HitType +from typing import Dict, TYPE_CHECKING +from .Options import TasksanityCheckCount + +if TYPE_CHECKING: + from . import HatInTimeWorld + +TASKSANITY_START_ID = 2000300204 + + +def get_total_locations(world: "HatInTimeWorld") -> int: + total = 0 + + if not world.is_dw_only(): + for name in location_table.keys(): + if is_location_valid(world, name): + total += 1 + + if world.is_dlc1() and world.options.Tasksanity: + total += world.options.TasksanityCheckCount + + if world.is_dw(): + if world.options.DWShuffle: + total += len(world.dw_shuffle) + if world.options.DWEnableBonus: + total += len(world.dw_shuffle) + else: + total += 37 + if world.is_dlc2(): + total += 1 + + if world.options.DWEnableBonus: + total += 37 + if world.is_dlc2(): + total += 1 + + return total + + +def location_dlc_enabled(world: "HatInTimeWorld", location: str) -> bool: + data = location_table.get(location) or event_locs.get(location) + + if data.dlc_flags == HatDLC.none: + return True + elif data.dlc_flags == HatDLC.dlc1 and world.is_dlc1(): + return True + elif data.dlc_flags == HatDLC.dlc2 and world.is_dlc2(): + return True + elif data.dlc_flags == HatDLC.death_wish and world.is_dw(): + return True + elif data.dlc_flags == HatDLC.dlc1_dw and world.is_dlc1() and world.is_dw(): + return True + elif data.dlc_flags == HatDLC.dlc2_dw and world.is_dlc2() and world.is_dw(): + return True + + return False + + +def is_location_valid(world: "HatInTimeWorld", location: str) -> bool: + if not location_dlc_enabled(world, location): + return False + + if not world.options.ShuffleStorybookPages and location in storybook_pages.keys(): + return False + + if not world.options.ShuffleActContracts and location in contract_locations.keys(): + return False + + if location not in world.shop_locs and location in shop_locations: + return False + + data = location_table.get(location) or event_locs.get(location) + if world.options.ExcludeTour and data.region == "Time Rift - Tour": + return False + + # No need for all those event items if we're not doing candles + if data.dlc_flags & HatDLC.death_wish: + if world.options.DWExcludeCandles and location in event_locs.keys(): + return False + + if world.options.DWShuffle and data.region in death_wishes and data.region not in world.dw_shuffle: + return False + + if location in zero_jumps: + if world.options.DWShuffle and "Zero Jumps" not in world.dw_shuffle: + return False + + difficulty: Difficulty = Difficulty(world.options.LogicDifficulty) + if location in zero_jumps_hard and difficulty < Difficulty.HARD: + return False + + if location in zero_jumps_expert and difficulty < Difficulty.EXPERT: + return False + + return True + + +def get_location_names() -> Dict[str, int]: + names = {name: data.id for name, data in location_table.items()} + id_start: int = TASKSANITY_START_ID + for i in range(TasksanityCheckCount.range_end): + names.setdefault(f"Tasksanity Check {i+1}", id_start+i) + + for (key, loc_id) in death_wishes.items(): + names.setdefault(f"{key} - Main Objective", loc_id) + names.setdefault(f"{key} - All Clear", loc_id+1) + + return names + + +ahit_locations = { + "Spaceship - Rumbi Abuse": LocData(2000301000, "Spaceship", hit_type=HitType.umbrella_or_brewing), + + # 300000 range - Mafia Town/Battle of the Birds + "Welcome to Mafia Town - Umbrella": LocData(2000301002, "Welcome to Mafia Town"), + "Mafia Town - Old Man (Seaside Spaghetti)": LocData(2000303833, "Mafia Town Area"), + "Mafia Town - Old Man (Steel Beams)": LocData(2000303832, "Mafia Town Area"), + "Mafia Town - Blue Vault": LocData(2000302850, "Mafia Town Area"), + "Mafia Town - Green Vault": LocData(2000302851, "Mafia Town Area"), + "Mafia Town - Red Vault": LocData(2000302848, "Mafia Town Area"), + "Mafia Town - Blue Vault Brewing Crate": LocData(2000305572, "Mafia Town Area", required_hats=[HatType.BREWING]), + "Mafia Town - Plaza Under Boxes": LocData(2000304458, "Mafia Town Area"), + "Mafia Town - Small Boat": LocData(2000304460, "Mafia Town Area"), + "Mafia Town - Staircase Pon Cluster": LocData(2000304611, "Mafia Town Area"), + "Mafia Town - Palm Tree": LocData(2000304609, "Mafia Town Area"), + "Mafia Town - Port": LocData(2000305219, "Mafia Town Area"), + "Mafia Town - Docks Chest": LocData(2000303534, "Mafia Town Area"), + "Mafia Town - Ice Hat Cage": LocData(2000304831, "Mafia Town Area", required_hats=[HatType.ICE]), + "Mafia Town - Hidden Buttons Chest": LocData(2000303483, "Mafia Town Area"), + + # These can be accessed from HUMT, the above locations can't be + "Mafia Town - Dweller Boxes": LocData(2000304462, "Mafia Town Area (HUMT)"), + "Mafia Town - Ledge Chest": LocData(2000303530, "Mafia Town Area (HUMT)"), + "Mafia Town - Yellow Sphere Building Chest": LocData(2000303535, "Mafia Town Area (HUMT)"), + "Mafia Town - Beneath Scaffolding": LocData(2000304456, "Mafia Town Area (HUMT)"), + "Mafia Town - On Scaffolding": LocData(2000304457, "Mafia Town Area (HUMT)"), + "Mafia Town - Cargo Ship": LocData(2000304459, "Mafia Town Area (HUMT)"), + "Mafia Town - Beach Alcove": LocData(2000304463, "Mafia Town Area (HUMT)"), + "Mafia Town - Wood Cage": LocData(2000304606, "Mafia Town Area (HUMT)"), + "Mafia Town - Beach Patio": LocData(2000304610, "Mafia Town Area (HUMT)"), + "Mafia Town - Steel Beam Nest": LocData(2000304608, "Mafia Town Area (HUMT)"), + "Mafia Town - Top of Ruined Tower": LocData(2000304607, "Mafia Town Area (HUMT)", required_hats=[HatType.ICE]), + "Mafia Town - Hot Air Balloon": LocData(2000304829, "Mafia Town Area (HUMT)", required_hats=[HatType.ICE]), + "Mafia Town - Camera Badge 1": LocData(2000302003, "Mafia Town Area (HUMT)"), + "Mafia Town - Camera Badge 2": LocData(2000302004, "Mafia Town Area (HUMT)"), + "Mafia Town - Chest Beneath Aqueduct": LocData(2000303489, "Mafia Town Area (HUMT)"), + "Mafia Town - Secret Cave": LocData(2000305220, "Mafia Town Area (HUMT)", required_hats=[HatType.BREWING]), + "Mafia Town - Crow Chest": LocData(2000303532, "Mafia Town Area (HUMT)"), + "Mafia Town - Above Boats": LocData(2000305218, "Mafia Town Area (HUMT)", hookshot=True), + "Mafia Town - Slip Slide Chest": LocData(2000303529, "Mafia Town Area (HUMT)"), + "Mafia Town - Behind Faucet": LocData(2000304214, "Mafia Town Area (HUMT)"), + "Mafia Town - Clock Tower Chest": LocData(2000303481, "Mafia Town Area (HUMT)", hookshot=True), + "Mafia Town - Top of Lighthouse": LocData(2000304213, "Mafia Town Area (HUMT)", hookshot=True), + "Mafia Town - Mafia Geek Platform": LocData(2000304212, "Mafia Town Area (HUMT)"), + "Mafia Town - Behind HQ Chest": LocData(2000303486, "Mafia Town Area (HUMT)"), + + "Mafia HQ - Hallway Brewing Crate": LocData(2000305387, "Down with the Mafia!", required_hats=[HatType.BREWING]), + "Mafia HQ - Freezer Chest": LocData(2000303241, "Down with the Mafia!"), + "Mafia HQ - Secret Room": LocData(2000304979, "Down with the Mafia!", required_hats=[HatType.ICE]), + "Mafia HQ - Bathroom Stall Chest": LocData(2000303243, "Down with the Mafia!"), + + "Dead Bird Studio - Up the Ladder": LocData(2000304874, "Dead Bird Studio - Elevator Area"), + "Dead Bird Studio - Red Building Top": LocData(2000305024, "Dead Bird Studio - Elevator Area"), + "Dead Bird Studio - Behind Water Tower": LocData(2000305248, "Dead Bird Studio - Elevator Area"), + "Dead Bird Studio - Side of House": LocData(2000305247, "Dead Bird Studio - Elevator Area"), + + "Dead Bird Studio - DJ Grooves Sign Chest": LocData(2000303901, "Dead Bird Studio - Post Elevator Area", + hit_type=HitType.umbrella_or_brewing), + + "Dead Bird Studio - Tightrope Chest": LocData(2000303898, "Dead Bird Studio - Post Elevator Area", + hit_type=HitType.umbrella_or_brewing), + + "Dead Bird Studio - Tepee Chest": LocData(2000303899, "Dead Bird Studio - Post Elevator Area", + hit_type=HitType.umbrella_or_brewing), + + "Dead Bird Studio - Conductor Chest": LocData(2000303900, "Dead Bird Studio - Post Elevator Area", + hit_type=HitType.umbrella_or_brewing), + + "Murder on the Owl Express - Cafeteria": LocData(2000305313, "Murder on the Owl Express"), + "Murder on the Owl Express - Luggage Room Top": LocData(2000305090, "Murder on the Owl Express"), + "Murder on the Owl Express - Luggage Room Bottom": LocData(2000305091, "Murder on the Owl Express"), + + "Murder on the Owl Express - Raven Suite Room": LocData(2000305701, "Murder on the Owl Express", + required_hats=[HatType.BREWING]), + + "Murder on the Owl Express - Raven Suite Top": LocData(2000305312, "Murder on the Owl Express"), + "Murder on the Owl Express - Lounge Chest": LocData(2000303963, "Murder on the Owl Express"), + + "Picture Perfect - Behind Badge Seller": LocData(2000304307, "Picture Perfect"), + "Picture Perfect - Hats Buy Building": LocData(2000304530, "Picture Perfect"), + + "Dead Bird Studio Basement - Window Platform": LocData(2000305432, "Dead Bird Studio Basement", hookshot=True), + "Dead Bird Studio Basement - Cardboard Conductor": LocData(2000305059, "Dead Bird Studio Basement", hookshot=True), + "Dead Bird Studio Basement - Above Conductor Sign": LocData(2000305057, "Dead Bird Studio Basement", hookshot=True), + "Dead Bird Studio Basement - Logo Wall": LocData(2000305207, "Dead Bird Studio Basement"), + "Dead Bird Studio Basement - Disco Room": LocData(2000305061, "Dead Bird Studio Basement", hookshot=True), + "Dead Bird Studio Basement - Small Room": LocData(2000304813, "Dead Bird Studio Basement"), + "Dead Bird Studio Basement - Vent Pipe": LocData(2000305430, "Dead Bird Studio Basement"), + "Dead Bird Studio Basement - Tightrope": LocData(2000305058, "Dead Bird Studio Basement", hookshot=True), + "Dead Bird Studio Basement - Cameras": LocData(2000305431, "Dead Bird Studio Basement", hookshot=True), + "Dead Bird Studio Basement - Locked Room": LocData(2000305819, "Dead Bird Studio Basement", hookshot=True), + + # Subcon Forest + "Contractual Obligations - Cherry Bomb Bone Cage": LocData(2000324761, "Contractual Obligations"), + "Subcon Village - Tree Top Ice Cube": LocData(2000325078, "Subcon Forest Area"), + "Subcon Village - Graveyard Ice Cube": LocData(2000325077, "Subcon Forest Area"), + "Subcon Village - House Top": LocData(2000325471, "Subcon Forest Area"), + "Subcon Village - Ice Cube House": LocData(2000325469, "Subcon Forest Area"), + "Subcon Village - Snatcher Statue Chest": LocData(2000323730, "Subcon Forest Area", paintings=1), + "Subcon Village - Stump Platform Chest": LocData(2000323729, "Subcon Forest Area"), + "Subcon Forest - Giant Tree Climb": LocData(2000325470, "Subcon Forest Area"), + + "Subcon Forest - Ice Cube Shack": LocData(2000324465, "Subcon Forest Area", paintings=1), + "Subcon Forest - Swamp Gravestone": LocData(2000326296, "Subcon Forest Area", + required_hats=[HatType.BREWING], paintings=1), + + "Subcon Forest - Swamp Near Well": LocData(2000324762, "Subcon Forest Area", paintings=1), + "Subcon Forest - Swamp Tree A": LocData(2000324763, "Subcon Forest Area", paintings=1), + "Subcon Forest - Swamp Tree B": LocData(2000324764, "Subcon Forest Area", paintings=1), + "Subcon Forest - Swamp Ice Wall": LocData(2000324706, "Subcon Forest Area", paintings=1), + "Subcon Forest - Swamp Treehouse": LocData(2000325468, "Subcon Forest Area", paintings=1), + "Subcon Forest - Swamp Tree Chest": LocData(2000323728, "Subcon Forest Area", paintings=1), + + "Subcon Forest - Burning House": LocData(2000324710, "Subcon Forest Area", paintings=2), + "Subcon Forest - Burning Tree Climb": LocData(2000325079, "Subcon Forest Area", paintings=2), + "Subcon Forest - Burning Stump Chest": LocData(2000323731, "Subcon Forest Area", paintings=2), + "Subcon Forest - Burning Forest Treehouse": LocData(2000325467, "Subcon Forest Area", paintings=2), + "Subcon Forest - Spider Bone Cage A": LocData(2000324462, "Subcon Forest Area", paintings=2), + "Subcon Forest - Spider Bone Cage B": LocData(2000325080, "Subcon Forest Area", paintings=2), + "Subcon Forest - Triple Spider Bounce": LocData(2000324765, "Subcon Forest Area", paintings=2), + "Subcon Forest - Noose Treehouse": LocData(2000324856, "Subcon Forest Area", hookshot=True, paintings=2), + + "Subcon Forest - Long Tree Climb Chest": LocData(2000323734, "Subcon Forest Area", + required_hats=[HatType.DWELLER], paintings=2), + + "Subcon Forest - Boss Arena Chest": LocData(2000323735, "Subcon Forest Area"), + + "Subcon Forest - Manor Rooftop": LocData(2000325466, "Subcon Forest Area", + hit_type=HitType.dweller_bell, paintings=1), + + "Subcon Forest - Infinite Yarn Bush": LocData(2000325478, "Subcon Forest Area", + required_hats=[HatType.BREWING], paintings=2), + + "Subcon Forest - Magnet Badge Bush": LocData(2000325479, "Subcon Forest Area", + required_hats=[HatType.BREWING], paintings=3), + + "Subcon Forest - Dweller Stump": LocData(2000324767, "Subcon Forest Area", + required_hats=[HatType.DWELLER], paintings=3), + + "Subcon Forest - Dweller Floating Rocks": LocData(2000324464, "Subcon Forest Area", + required_hats=[HatType.DWELLER], paintings=3), + + "Subcon Forest - Dweller Platforming Tree A": LocData(2000324709, "Subcon Forest Area", paintings=3), + + "Subcon Forest - Dweller Platforming Tree B": LocData(2000324855, "Subcon Forest Area", + required_hats=[HatType.DWELLER], paintings=3), + + "Subcon Forest - Giant Time Piece": LocData(2000325473, "Subcon Forest Area", paintings=3), + "Subcon Forest - Gallows": LocData(2000325472, "Subcon Forest Area", paintings=3), + + "Subcon Forest - Green and Purple Dweller Rocks": LocData(2000325082, "Subcon Forest Area", paintings=3), + + "Subcon Forest - Dweller Shack": LocData(2000324463, "Subcon Forest Area", + required_hats=[HatType.DWELLER], paintings=3), + + "Subcon Forest - Tall Tree Hookshot Swing": LocData(2000324766, "Subcon Forest Area", + required_hats=[HatType.DWELLER], + hookshot=True, + paintings=3), + + "Subcon Well - Hookshot Badge Chest": LocData(2000324114, "The Subcon Well", + hit_type=HitType.umbrella_or_brewing, paintings=1), + + "Subcon Well - Above Chest": LocData(2000324612, "The Subcon Well", + hit_type=HitType.umbrella_or_brewing, paintings=1), + + "Subcon Well - On Pipe": LocData(2000324311, "The Subcon Well", hookshot=True, + hit_type=HitType.umbrella_or_brewing, paintings=1), + + "Subcon Well - Mushroom": LocData(2000325318, "The Subcon Well", + hit_type=HitType.umbrella_or_brewing, paintings=1), + + "Queen Vanessa's Manor - Cellar": LocData(2000324841, "Queen Vanessa's Manor", + hit_type=HitType.dweller_bell, paintings=1), + + "Queen Vanessa's Manor - Bedroom Chest": LocData(2000323808, "Queen Vanessa's Manor", + hit_type=HitType.dweller_bell, paintings=1), + + "Queen Vanessa's Manor - Hall Chest": LocData(2000323896, "Queen Vanessa's Manor", + hit_type=HitType.dweller_bell, paintings=1), + + "Queen Vanessa's Manor - Chandelier": LocData(2000325546, "Queen Vanessa's Manor", + hit_type=HitType.dweller_bell, paintings=1), + + # Alpine Skyline + "Alpine Skyline - Goat Village: Below Hookpoint": LocData(2000334856, "Alpine Skyline Area (TIHS)"), + "Alpine Skyline - Goat Village: Hidden Branch": LocData(2000334855, "Alpine Skyline Area (TIHS)"), + "Alpine Skyline - Goat Refinery": LocData(2000333635, "Alpine Skyline Area (TIHS)", hookshot=True), + "Alpine Skyline - Bird Pass Fork": LocData(2000335911, "Alpine Skyline Area (TIHS)", hookshot=True), + + "Alpine Skyline - Yellow Band Hills": LocData(2000335756, "Alpine Skyline Area (TIHS)", hookshot=True, + required_hats=[HatType.BREWING]), + + "Alpine Skyline - The Purrloined Village: Horned Stone": LocData(2000335561, "Alpine Skyline Area"), + "Alpine Skyline - The Purrloined Village: Chest Reward": LocData(2000334831, "Alpine Skyline Area"), + "Alpine Skyline - The Birdhouse: Triple Crow Chest": LocData(2000334758, "The Birdhouse"), + + "Alpine Skyline - The Birdhouse: Dweller Platforms Relic": LocData(2000336497, "The Birdhouse", + required_hats=[HatType.DWELLER]), + + "Alpine Skyline - The Birdhouse: Brewing Crate House": LocData(2000336496, "The Birdhouse"), + "Alpine Skyline - The Birdhouse: Hay Bale": LocData(2000335885, "The Birdhouse"), + "Alpine Skyline - The Birdhouse: Alpine Crow Mini-Gauntlet": LocData(2000335886, "The Birdhouse"), + "Alpine Skyline - The Birdhouse: Outer Edge": LocData(2000335492, "The Birdhouse"), + + "Alpine Skyline - Mystifying Time Mesa: Zipline": LocData(2000337058, "Alpine Skyline Area"), + "Alpine Skyline - Mystifying Time Mesa: Gate Puzzle": LocData(2000336052, "Alpine Skyline Area"), + "Alpine Skyline - Ember Summit": LocData(2000336311, "Alpine Skyline Area (TIHS)", hookshot=True), + "Alpine Skyline - The Lava Cake: Center Fence Cage": LocData(2000335448, "The Lava Cake"), + "Alpine Skyline - The Lava Cake: Outer Island Chest": LocData(2000334291, "The Lava Cake"), + "Alpine Skyline - The Lava Cake: Dweller Pillars": LocData(2000335417, "The Lava Cake"), + "Alpine Skyline - The Lava Cake: Top Cake": LocData(2000335418, "The Lava Cake"), + "Alpine Skyline - The Twilight Path": LocData(2000334434, "Alpine Skyline Area", required_hats=[HatType.DWELLER]), + "Alpine Skyline - The Twilight Bell: Wide Purple Platform": LocData(2000336478, "The Twilight Bell"), + "Alpine Skyline - The Twilight Bell: Ice Platform": LocData(2000335826, "The Twilight Bell"), + "Alpine Skyline - Goat Outpost Horn": LocData(2000334760, "Alpine Skyline Area"), + "Alpine Skyline - Windy Passage": LocData(2000334776, "Alpine Skyline Area (TIHS)", hookshot=True), + "Alpine Skyline - The Windmill: Inside Pon Cluster": LocData(2000336395, "The Windmill"), + "Alpine Skyline - The Windmill: Entrance": LocData(2000335783, "The Windmill"), + "Alpine Skyline - The Windmill: Dropdown": LocData(2000335815, "The Windmill"), + "Alpine Skyline - The Windmill: House Window": LocData(2000335389, "The Windmill"), + + "The Finale - Frozen Item": LocData(2000304108, "The Finale"), + + "Bon Voyage! - Lamp Post Top": LocData(2000305321, "Bon Voyage!", dlc_flags=HatDLC.dlc1), + "Bon Voyage! - Mafia Cargo Ship": LocData(2000304313, "Bon Voyage!", dlc_flags=HatDLC.dlc1), + "The Arctic Cruise - Toilet": LocData(2000305109, "Cruise Ship", dlc_flags=HatDLC.dlc1), + "The Arctic Cruise - Bar": LocData(2000304251, "Cruise Ship", dlc_flags=HatDLC.dlc1), + "The Arctic Cruise - Dive Board Ledge": LocData(2000304254, "Cruise Ship", dlc_flags=HatDLC.dlc1), + "The Arctic Cruise - Top Balcony": LocData(2000304255, "Cruise Ship", dlc_flags=HatDLC.dlc1), + "The Arctic Cruise - Octopus Room": LocData(2000305253, "Cruise Ship", dlc_flags=HatDLC.dlc1), + "The Arctic Cruise - Octopus Room Top": LocData(2000304249, "Cruise Ship", dlc_flags=HatDLC.dlc1), + "The Arctic Cruise - Laundry Room": LocData(2000304250, "Cruise Ship", dlc_flags=HatDLC.dlc1), + "The Arctic Cruise - Ship Side": LocData(2000304247, "Cruise Ship", dlc_flags=HatDLC.dlc1), + "The Arctic Cruise - Silver Ring": LocData(2000305252, "Cruise Ship", dlc_flags=HatDLC.dlc1), + "Rock the Boat - Reception Room - Suitcase": LocData(2000304045, "Rock the Boat", dlc_flags=HatDLC.dlc1), + "Rock the Boat - Reception Room - Under Desk": LocData(2000304047, "Rock the Boat", dlc_flags=HatDLC.dlc1), + "Rock the Boat - Lamp Post": LocData(2000304048, "Rock the Boat", dlc_flags=HatDLC.dlc1), + "Rock the Boat - Iceberg Top": LocData(2000304046, "Rock the Boat", dlc_flags=HatDLC.dlc1), + "Rock the Boat - Post Captain Rescue": LocData(2000304049, "Rock the Boat", dlc_flags=HatDLC.dlc1, + required_hats=[HatType.ICE]), + + "Nyakuza Metro - Main Station Dining Area": LocData(2000304105, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2), + "Nyakuza Metro - Top of Ramen Shop": LocData(2000304104, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2), + + "Yellow Overpass Station - Brewing Crate": LocData(2000305413, "Yellow Overpass Station", + dlc_flags=HatDLC.dlc2, + required_hats=[HatType.BREWING]), + + "Bluefin Tunnel - Cat Vacuum": LocData(2000305111, "Bluefin Tunnel", dlc_flags=HatDLC.dlc2), + + "Pink Paw Station - Cat Vacuum": LocData(2000305110, "Pink Paw Station", + dlc_flags=HatDLC.dlc2, + hookshot=True, + required_hats=[HatType.DWELLER]), + + "Pink Paw Station - Behind Fan": LocData(2000304106, "Pink Paw Station", + dlc_flags=HatDLC.dlc2, + hookshot=True, + required_hats=[HatType.TIME_STOP, HatType.DWELLER]), +} + +act_completions = { + "Act Completion (Time Rift - Gallery)": LocData(2000312758, "Time Rift - Gallery", required_hats=[HatType.BREWING]), + "Act Completion (Time Rift - The Lab)": LocData(2000312838, "Time Rift - The Lab"), + + "Act Completion (Welcome to Mafia Town)": LocData(2000311771, "Welcome to Mafia Town"), + "Act Completion (Barrel Battle)": LocData(2000311958, "Barrel Battle"), + "Act Completion (She Came from Outer Space)": LocData(2000312262, "She Came from Outer Space"), + "Act Completion (Down with the Mafia!)": LocData(2000311326, "Down with the Mafia!"), + "Act Completion (Cheating the Race)": LocData(2000312318, "Cheating the Race", required_hats=[HatType.TIME_STOP]), + "Act Completion (Heating Up Mafia Town)": LocData(2000311481, "Heating Up Mafia Town", hit_type=HitType.umbrella), + "Act Completion (The Golden Vault)": LocData(2000312250, "The Golden Vault"), + "Act Completion (Time Rift - Bazaar)": LocData(2000312465, "Time Rift - Bazaar"), + "Act Completion (Time Rift - Sewers)": LocData(2000312484, "Time Rift - Sewers"), + "Act Completion (Time Rift - Mafia of Cooks)": LocData(2000311855, "Time Rift - Mafia of Cooks"), + + "Act Completion (Dead Bird Studio)": LocData(2000311383, "Dead Bird Studio", + hit_type=HitType.umbrella_or_brewing), + + "Act Completion (Murder on the Owl Express)": LocData(2000311544, "Murder on the Owl Express"), + "Act Completion (Picture Perfect)": LocData(2000311587, "Picture Perfect"), + "Act Completion (Train Rush)": LocData(2000312481, "Train Rush", hookshot=True), + "Act Completion (The Big Parade)": LocData(2000311157, "The Big Parade", hit_type=HitType.umbrella), + "Act Completion (Award Ceremony)": LocData(2000311488, "Award Ceremony"), + "Act Completion (Dead Bird Studio Basement)": LocData(2000312253, "Dead Bird Studio Basement", hookshot=True), + "Act Completion (Time Rift - The Owl Express)": LocData(2000312807, "Time Rift - The Owl Express"), + "Act Completion (Time Rift - The Moon)": LocData(2000312785, "Time Rift - The Moon"), + "Act Completion (Time Rift - Dead Bird Studio)": LocData(2000312577, "Time Rift - Dead Bird Studio"), + + "Act Completion (Contractual Obligations)": LocData(2000312317, "Contractual Obligations", paintings=1), + + "Act Completion (The Subcon Well)": LocData(2000311160, "The Subcon Well", + hookshot=True, hit_type=HitType.umbrella_or_brewing, paintings=1), + + "Act Completion (Toilet of Doom)": LocData(2000311984, "Toilet of Doom", + hit_type=HitType.umbrella_or_brewing, hookshot=True, paintings=1), + + "Act Completion (Queen Vanessa's Manor)": LocData(2000312017, "Queen Vanessa's Manor", + hit_type=HitType.umbrella, paintings=1), + + "Act Completion (Mail Delivery Service)": LocData(2000312032, "Mail Delivery Service", + required_hats=[HatType.SPRINT]), + + "Act Completion (Your Contract has Expired)": LocData(2000311390, "Your Contract has Expired", + hit_type=HitType.umbrella), + + "Act Completion (Time Rift - Pipe)": LocData(2000313069, "Time Rift - Pipe", hookshot=True), + "Act Completion (Time Rift - Village)": LocData(2000313056, "Time Rift - Village"), + "Act Completion (Time Rift - Sleepy Subcon)": LocData(2000312086, "Time Rift - Sleepy Subcon"), + + "Act Completion (The Birdhouse)": LocData(2000311428, "The Birdhouse"), + "Act Completion (The Lava Cake)": LocData(2000312509, "The Lava Cake"), + "Act Completion (The Twilight Bell)": LocData(2000311540, "The Twilight Bell"), + "Act Completion (The Windmill)": LocData(2000312263, "The Windmill"), + "Act Completion (The Illness has Spread)": LocData(2000312022, "The Illness has Spread", hookshot=True), + + "Act Completion (Time Rift - The Twilight Bell)": LocData(2000312399, "Time Rift - The Twilight Bell", + required_hats=[HatType.DWELLER]), + + "Act Completion (Time Rift - Curly Tail Trail)": LocData(2000313335, "Time Rift - Curly Tail Trail", + required_hats=[HatType.ICE]), + + "Act Completion (Time Rift - Alpine Skyline)": LocData(2000311777, "Time Rift - Alpine Skyline"), + + "Act Completion (The Finale)": LocData(2000311872, "The Finale", hookshot=True, required_hats=[HatType.DWELLER]), + "Act Completion (Time Rift - Tour)": LocData(2000311803, "Time Rift - Tour", dlc_flags=HatDLC.dlc1), + + "Act Completion (Bon Voyage!)": LocData(2000311520, "Bon Voyage!", dlc_flags=HatDLC.dlc1, hookshot=True), + "Act Completion (Ship Shape)": LocData(2000311451, "Ship Shape", dlc_flags=HatDLC.dlc1), + + "Act Completion (Rock the Boat)": LocData(2000311437, "Rock the Boat", dlc_flags=HatDLC.dlc1, + required_hats=[HatType.ICE]), + + "Act Completion (Time Rift - Balcony)": LocData(2000312226, "Time Rift - Balcony", dlc_flags=HatDLC.dlc1, + hookshot=True), + + "Act Completion (Time Rift - Deep Sea)": LocData(2000312434, "Time Rift - Deep Sea", dlc_flags=HatDLC.dlc1, + hookshot=True, required_hats=[HatType.DWELLER, HatType.ICE]), + + "Act Completion (Nyakuza Metro Intro)": LocData(2000311138, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2), + + "Act Completion (Yellow Overpass Station)": LocData(2000311206, "Yellow Overpass Station", + dlc_flags=HatDLC.dlc2, + hookshot=True), + + "Act Completion (Yellow Overpass Manhole)": LocData(2000311387, "Yellow Overpass Manhole", + dlc_flags=HatDLC.dlc2, + required_hats=[HatType.ICE]), + + "Act Completion (Green Clean Station)": LocData(2000311207, "Green Clean Station", dlc_flags=HatDLC.dlc2), + + "Act Completion (Green Clean Manhole)": LocData(2000311388, "Green Clean Manhole", + dlc_flags=HatDLC.dlc2, + required_hats=[HatType.ICE, HatType.DWELLER]), + + "Act Completion (Bluefin Tunnel)": LocData(2000311208, "Bluefin Tunnel", dlc_flags=HatDLC.dlc2), + + "Act Completion (Pink Paw Station)": LocData(2000311209, "Pink Paw Station", + dlc_flags=HatDLC.dlc2, + hookshot=True, + required_hats=[HatType.DWELLER]), + + "Act Completion (Pink Paw Manhole)": LocData(2000311389, "Pink Paw Manhole", + dlc_flags=HatDLC.dlc2, + required_hats=[HatType.ICE]), + + "Act Completion (Rush Hour)": LocData(2000311210, "Rush Hour", + dlc_flags=HatDLC.dlc2, + hookshot=True, + required_hats=[HatType.ICE, HatType.BREWING]), + + "Act Completion (Time Rift - Rumbi Factory)": LocData(2000312736, "Time Rift - Rumbi Factory", + dlc_flags=HatDLC.dlc2), +} + +storybook_pages = { + "Mafia of Cooks - Page: Fish Pile": LocData(2000345091, "Time Rift - Mafia of Cooks"), + "Mafia of Cooks - Page: Trash Mound": LocData(2000345090, "Time Rift - Mafia of Cooks"), + "Mafia of Cooks - Page: Beside Red Building": LocData(2000345092, "Time Rift - Mafia of Cooks"), + "Mafia of Cooks - Page: Behind Shipping Containers": LocData(2000345095, "Time Rift - Mafia of Cooks"), + "Mafia of Cooks - Page: Top of Boat": LocData(2000345093, "Time Rift - Mafia of Cooks"), + "Mafia of Cooks - Page: Below Dock": LocData(2000345094, "Time Rift - Mafia of Cooks"), + + "Dead Bird Studio (Rift) - Page: Behind Cardboard Planet": LocData(2000345449, "Time Rift - Dead Bird Studio"), + "Dead Bird Studio (Rift) - Page: Near Time Rift Gate": LocData(2000345447, "Time Rift - Dead Bird Studio"), + "Dead Bird Studio (Rift) - Page: Top of Metal Bar": LocData(2000345448, "Time Rift - Dead Bird Studio"), + "Dead Bird Studio (Rift) - Page: Lava Lamp": LocData(2000345450, "Time Rift - Dead Bird Studio"), + "Dead Bird Studio (Rift) - Page: Above Horse Picture": LocData(2000345451, "Time Rift - Dead Bird Studio"), + "Dead Bird Studio (Rift) - Page: Green Screen": LocData(2000345452, "Time Rift - Dead Bird Studio"), + "Dead Bird Studio (Rift) - Page: In The Corner": LocData(2000345453, "Time Rift - Dead Bird Studio"), + "Dead Bird Studio (Rift) - Page: Above TV Room": LocData(2000345445, "Time Rift - Dead Bird Studio"), + + "Sleepy Subcon - Page: Behind Entrance Area": LocData(2000345373, "Time Rift - Sleepy Subcon"), + "Sleepy Subcon - Page: Near Wrecking Ball": LocData(2000345327, "Time Rift - Sleepy Subcon"), + "Sleepy Subcon - Page: Behind Crane": LocData(2000345371, "Time Rift - Sleepy Subcon"), + "Sleepy Subcon - Page: Wrecked Treehouse": LocData(2000345326, "Time Rift - Sleepy Subcon"), + "Sleepy Subcon - Page: Behind 2nd Rift Gate": LocData(2000345372, "Time Rift - Sleepy Subcon"), + "Sleepy Subcon - Page: Rotating Platform": LocData(2000345328, "Time Rift - Sleepy Subcon"), + "Sleepy Subcon - Page: Behind 3rd Rift Gate": LocData(2000345329, "Time Rift - Sleepy Subcon"), + "Sleepy Subcon - Page: Frozen Tree": LocData(2000345330, "Time Rift - Sleepy Subcon"), + "Sleepy Subcon - Page: Secret Library": LocData(2000345370, "Time Rift - Sleepy Subcon"), + + "Alpine Skyline (Rift) - Page: Entrance Area Hidden Ledge": LocData(2000345016, "Time Rift - Alpine Skyline"), + "Alpine Skyline (Rift) - Page: Windmill Island Ledge": LocData(2000345012, "Time Rift - Alpine Skyline"), + "Alpine Skyline (Rift) - Page: Waterfall Wooden Pillar": LocData(2000345015, "Time Rift - Alpine Skyline"), + "Alpine Skyline (Rift) - Page: Lonely Birdhouse Top": LocData(2000345014, "Time Rift - Alpine Skyline"), + "Alpine Skyline (Rift) - Page: Below Aqueduct": LocData(2000345013, "Time Rift - Alpine Skyline"), + + "Deep Sea - Page: Starfish": LocData(2000346454, "Time Rift - Deep Sea", dlc_flags=HatDLC.dlc1), + "Deep Sea - Page: Mini Castle": LocData(2000346452, "Time Rift - Deep Sea", dlc_flags=HatDLC.dlc1), + "Deep Sea - Page: Urchins": LocData(2000346449, "Time Rift - Deep Sea", dlc_flags=HatDLC.dlc1), + + "Deep Sea - Page: Big Castle": LocData(2000346450, "Time Rift - Deep Sea", dlc_flags=HatDLC.dlc1, + hookshot=True), + + "Deep Sea - Page: Castle Top Chest": LocData(2000304850, "Time Rift - Deep Sea", dlc_flags=HatDLC.dlc1, + hookshot=True), + + "Deep Sea - Page: Urchin Ledge": LocData(2000346451, "Time Rift - Deep Sea", dlc_flags=HatDLC.dlc1, + hookshot=True), + + "Deep Sea - Page: Hidden Castle Chest": LocData(2000304849, "Time Rift - Deep Sea", dlc_flags=HatDLC.dlc1, + hookshot=True), + + "Deep Sea - Page: Falling Platform": LocData(2000346456, "Time Rift - Deep Sea", dlc_flags=HatDLC.dlc1, + hookshot=True), + + "Deep Sea - Page: Lava Starfish": LocData(2000346453, "Time Rift - Deep Sea", dlc_flags=HatDLC.dlc1, + hookshot=True), + + "Tour - Page: Mafia Town - Ledge": LocData(2000345038, "Time Rift - Tour", dlc_flags=HatDLC.dlc1), + "Tour - Page: Mafia Town - Beach": LocData(2000345039, "Time Rift - Tour", dlc_flags=HatDLC.dlc1), + "Tour - Page: Dead Bird Studio - C.A.W. Agents": LocData(2000345040, "Time Rift - Tour", dlc_flags=HatDLC.dlc1), + "Tour - Page: Dead Bird Studio - Fragile Box": LocData(2000345041, "Time Rift - Tour", dlc_flags=HatDLC.dlc1), + "Tour - Page: Subcon Forest - Giant Frozen Tree": LocData(2000345042, "Time Rift - Tour", dlc_flags=HatDLC.dlc1), + "Tour - Page: Subcon Forest - Top of Pillar": LocData(2000345043, "Time Rift - Tour", dlc_flags=HatDLC.dlc1), + "Tour - Page: Alpine Skyline - Birdhouse": LocData(2000345044, "Time Rift - Tour", dlc_flags=HatDLC.dlc1), + "Tour - Page: Alpine Skyline - Behind Lava Isle": LocData(2000345047, "Time Rift - Tour", dlc_flags=HatDLC.dlc1), + "Tour - Page: The Finale - Near Entrance": LocData(2000345087, "Time Rift - Tour", dlc_flags=HatDLC.dlc1), + + "Rumbi Factory - Page: Manhole": LocData(2000345891, "Time Rift - Rumbi Factory", dlc_flags=HatDLC.dlc2), + "Rumbi Factory - Page: Shutter Doors": LocData(2000345888, "Time Rift - Rumbi Factory", dlc_flags=HatDLC.dlc2), + + "Rumbi Factory - Page: Toxic Waste Dispenser": LocData(2000345892, "Time Rift - Rumbi Factory", + dlc_flags=HatDLC.dlc2), + + "Rumbi Factory - Page: 3rd Area Ledge": LocData(2000345889, "Time Rift - Rumbi Factory", dlc_flags=HatDLC.dlc2), + + "Rumbi Factory - Page: Green Box Assembly Line": LocData(2000345884, "Time Rift - Rumbi Factory", + dlc_flags=HatDLC.dlc2), + + "Rumbi Factory - Page: Broken Window": LocData(2000345885, "Time Rift - Rumbi Factory", dlc_flags=HatDLC.dlc2), + "Rumbi Factory - Page: Money Vault": LocData(2000345890, "Time Rift - Rumbi Factory", dlc_flags=HatDLC.dlc2), + "Rumbi Factory - Page: Warehouse Boxes": LocData(2000345887, "Time Rift - Rumbi Factory", dlc_flags=HatDLC.dlc2), + "Rumbi Factory - Page: Glass Shelf": LocData(2000345886, "Time Rift - Rumbi Factory", dlc_flags=HatDLC.dlc2), + "Rumbi Factory - Page: Last Area": LocData(2000345883, "Time Rift - Rumbi Factory", dlc_flags=HatDLC.dlc2), +} + +shop_locations = { + "Badge Seller - Item 1": LocData(2000301003, "Badge Seller"), + "Badge Seller - Item 2": LocData(2000301004, "Badge Seller"), + "Badge Seller - Item 3": LocData(2000301005, "Badge Seller"), + "Badge Seller - Item 4": LocData(2000301006, "Badge Seller"), + "Badge Seller - Item 5": LocData(2000301007, "Badge Seller"), + "Badge Seller - Item 6": LocData(2000301008, "Badge Seller"), + "Badge Seller - Item 7": LocData(2000301009, "Badge Seller"), + "Badge Seller - Item 8": LocData(2000301010, "Badge Seller"), + "Badge Seller - Item 9": LocData(2000301011, "Badge Seller"), + "Badge Seller - Item 10": LocData(2000301012, "Badge Seller"), + "Mafia Boss Shop Item": LocData(2000301013, "Spaceship"), + + "Yellow Overpass Station - Yellow Ticket Booth": LocData(2000301014, "Yellow Overpass Station", + dlc_flags=HatDLC.dlc2), + + "Green Clean Station - Green Ticket Booth": LocData(2000301015, "Green Clean Station", dlc_flags=HatDLC.dlc2), + "Bluefin Tunnel - Blue Ticket Booth": LocData(2000301016, "Bluefin Tunnel", dlc_flags=HatDLC.dlc2), + + "Pink Paw Station - Pink Ticket Booth": LocData(2000301017, "Pink Paw Station", dlc_flags=HatDLC.dlc2, + hookshot=True, required_hats=[HatType.DWELLER]), + + "Main Station Thug A - Item 1": LocData(2000301048, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_0"), + "Main Station Thug A - Item 2": LocData(2000301049, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_0"), + "Main Station Thug A - Item 3": LocData(2000301050, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_0"), + "Main Station Thug A - Item 4": LocData(2000301051, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_0"), + "Main Station Thug A - Item 5": LocData(2000301052, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_0"), + + "Main Station Thug B - Item 1": LocData(2000301053, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_1"), + "Main Station Thug B - Item 2": LocData(2000301054, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_1"), + "Main Station Thug B - Item 3": LocData(2000301055, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_1"), + "Main Station Thug B - Item 4": LocData(2000301056, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_1"), + "Main Station Thug B - Item 5": LocData(2000301057, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_1"), + + "Main Station Thug C - Item 1": LocData(2000301058, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_2"), + "Main Station Thug C - Item 2": LocData(2000301059, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_2"), + "Main Station Thug C - Item 3": LocData(2000301060, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_2"), + "Main Station Thug C - Item 4": LocData(2000301061, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_2"), + "Main Station Thug C - Item 5": LocData(2000301062, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_2"), + + "Yellow Overpass Thug A - Item 1": LocData(2000301018, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_13"), + "Yellow Overpass Thug A - Item 2": LocData(2000301019, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_13"), + "Yellow Overpass Thug A - Item 3": LocData(2000301020, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_13"), + "Yellow Overpass Thug A - Item 4": LocData(2000301021, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_13"), + "Yellow Overpass Thug A - Item 5": LocData(2000301022, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_13"), + + "Yellow Overpass Thug B - Item 1": LocData(2000301043, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_5"), + "Yellow Overpass Thug B - Item 2": LocData(2000301044, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_5"), + "Yellow Overpass Thug B - Item 3": LocData(2000301045, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_5"), + "Yellow Overpass Thug B - Item 4": LocData(2000301046, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_5"), + "Yellow Overpass Thug B - Item 5": LocData(2000301047, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_5"), + + "Yellow Overpass Thug C - Item 1": LocData(2000301063, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_14"), + "Yellow Overpass Thug C - Item 2": LocData(2000301064, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_14"), + "Yellow Overpass Thug C - Item 3": LocData(2000301065, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_14"), + "Yellow Overpass Thug C - Item 4": LocData(2000301066, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_14"), + "Yellow Overpass Thug C - Item 5": LocData(2000301067, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_14"), + + "Green Clean Station Thug A - Item 1": LocData(2000301033, "Green Clean Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_4"), + "Green Clean Station Thug A - Item 2": LocData(2000301034, "Green Clean Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_4"), + "Green Clean Station Thug A - Item 3": LocData(2000301035, "Green Clean Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_4"), + "Green Clean Station Thug A - Item 4": LocData(2000301036, "Green Clean Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_4"), + "Green Clean Station Thug A - Item 5": LocData(2000301037, "Green Clean Station", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_4"), + + # This guy requires either the yellow ticket or the Ice Hat + "Green Clean Station Thug B - Item 1": LocData(2000301028, "Green Clean Station", dlc_flags=HatDLC.dlc2, + required_hats=[HatType.ICE], nyakuza_thug="Hat_NPC_NyakuzaShop_6"), + "Green Clean Station Thug B - Item 2": LocData(2000301029, "Green Clean Station", dlc_flags=HatDLC.dlc2, + required_hats=[HatType.ICE], nyakuza_thug="Hat_NPC_NyakuzaShop_6"), + "Green Clean Station Thug B - Item 3": LocData(2000301030, "Green Clean Station", dlc_flags=HatDLC.dlc2, + required_hats=[HatType.ICE], nyakuza_thug="Hat_NPC_NyakuzaShop_6"), + "Green Clean Station Thug B - Item 4": LocData(2000301031, "Green Clean Station", dlc_flags=HatDLC.dlc2, + required_hats=[HatType.ICE], nyakuza_thug="Hat_NPC_NyakuzaShop_6"), + "Green Clean Station Thug B - Item 5": LocData(2000301032, "Green Clean Station", dlc_flags=HatDLC.dlc2, + required_hats=[HatType.ICE], nyakuza_thug="Hat_NPC_NyakuzaShop_6"), + + "Bluefin Tunnel Thug - Item 1": LocData(2000301023, "Bluefin Tunnel", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_7"), + "Bluefin Tunnel Thug - Item 2": LocData(2000301024, "Bluefin Tunnel", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_7"), + "Bluefin Tunnel Thug - Item 3": LocData(2000301025, "Bluefin Tunnel", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_7"), + "Bluefin Tunnel Thug - Item 4": LocData(2000301026, "Bluefin Tunnel", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_7"), + "Bluefin Tunnel Thug - Item 5": LocData(2000301027, "Bluefin Tunnel", dlc_flags=HatDLC.dlc2, + nyakuza_thug="Hat_NPC_NyakuzaShop_7"), + + "Pink Paw Station Thug - Item 1": LocData(2000301038, "Pink Paw Station", dlc_flags=HatDLC.dlc2, + required_hats=[HatType.DWELLER], hookshot=True, + nyakuza_thug="Hat_NPC_NyakuzaShop_12"), + "Pink Paw Station Thug - Item 2": LocData(2000301039, "Pink Paw Station", dlc_flags=HatDLC.dlc2, + required_hats=[HatType.DWELLER], hookshot=True, + nyakuza_thug="Hat_NPC_NyakuzaShop_12"), + "Pink Paw Station Thug - Item 3": LocData(2000301040, "Pink Paw Station", dlc_flags=HatDLC.dlc2, + required_hats=[HatType.DWELLER], hookshot=True, + nyakuza_thug="Hat_NPC_NyakuzaShop_12"), + "Pink Paw Station Thug - Item 4": LocData(2000301041, "Pink Paw Station", dlc_flags=HatDLC.dlc2, + required_hats=[HatType.DWELLER], hookshot=True, + nyakuza_thug="Hat_NPC_NyakuzaShop_12"), + "Pink Paw Station Thug - Item 5": LocData(2000301042, "Pink Paw Station", dlc_flags=HatDLC.dlc2, + required_hats=[HatType.DWELLER], hookshot=True, + nyakuza_thug="Hat_NPC_NyakuzaShop_12"), + +} + +contract_locations = { + "Snatcher's Contract - The Subcon Well": LocData(2000300200, "Contractual Obligations"), + "Snatcher's Contract - Toilet of Doom": LocData(2000300201, "Subcon Forest Area", paintings=1), + "Snatcher's Contract - Queen Vanessa's Manor": LocData(2000300202, "Subcon Forest Area", paintings=1), + "Snatcher's Contract - Mail Delivery Service": LocData(2000300203, "Subcon Forest Area", paintings=1), +} + +# Don't put any of the locations from peaks here, the rules for their entrances are set already +zipline_unlocks = { + "Alpine Skyline - Bird Pass Fork": "Zipline Unlock - The Birdhouse Path", + "Alpine Skyline - Yellow Band Hills": "Zipline Unlock - The Birdhouse Path", + "Alpine Skyline - The Purrloined Village: Horned Stone": "Zipline Unlock - The Birdhouse Path", + "Alpine Skyline - The Purrloined Village: Chest Reward": "Zipline Unlock - The Birdhouse Path", + + "Alpine Skyline - Mystifying Time Mesa: Zipline": "Zipline Unlock - The Lava Cake Path", + "Alpine Skyline - Mystifying Time Mesa: Gate Puzzle": "Zipline Unlock - The Lava Cake Path", + "Alpine Skyline - Ember Summit": "Zipline Unlock - The Lava Cake Path", + + "Alpine Skyline - Goat Outpost Horn": "Zipline Unlock - The Windmill Path", + "Alpine Skyline - Windy Passage": "Zipline Unlock - The Windmill Path", + + "Alpine Skyline - The Twilight Path": "Zipline Unlock - The Twilight Bell Path", +} + +# act completion rules should be set automatically as these are all event items +zero_jumps_hard = { + "Time Rift - Sewers (Zero Jumps)": LocData(0, "Time Rift - Sewers", + required_hats=[HatType.ICE], dlc_flags=HatDLC.death_wish), + + "Time Rift - Bazaar (Zero Jumps)": LocData(0, "Time Rift - Bazaar", + required_hats=[HatType.ICE], dlc_flags=HatDLC.death_wish), + + "The Big Parade (Zero Jumps)": LocData(0, "The Big Parade", + hit_type=HitType.umbrella, + required_hats=[HatType.ICE], + dlc_flags=HatDLC.death_wish), + + "Time Rift - Pipe (Zero Jumps)": LocData(0, "Time Rift - Pipe", hookshot=True, dlc_flags=HatDLC.death_wish), + + "Time Rift - Curly Tail Trail (Zero Jumps)": LocData(0, "Time Rift - Curly Tail Trail", + required_hats=[HatType.ICE], dlc_flags=HatDLC.death_wish), + + "Time Rift - The Twilight Bell (Zero Jumps)": LocData(0, "Time Rift - The Twilight Bell", + required_hats=[HatType.ICE, HatType.DWELLER], + hit_type=HitType.umbrella_or_brewing, + dlc_flags=HatDLC.death_wish), + + "The Illness has Spread (Zero Jumps)": LocData(0, "The Illness has Spread", + required_hats=[HatType.ICE], hookshot=True, + hit_type=HitType.umbrella_or_brewing, dlc_flags=HatDLC.death_wish), + + "The Finale (Zero Jumps)": LocData(0, "The Finale", + required_hats=[HatType.ICE, HatType.DWELLER], + hookshot=True, + dlc_flags=HatDLC.death_wish), + + "Pink Paw Station (Zero Jumps)": LocData(0, "Pink Paw Station", + required_hats=[HatType.ICE], + hookshot=True, + dlc_flags=HatDLC.dlc2_dw), +} + +zero_jumps_expert = { + "The Birdhouse (Zero Jumps)": LocData(0, "The Birdhouse", + required_hats=[HatType.ICE], + dlc_flags=HatDLC.death_wish), + + "The Lava Cake (Zero Jumps)": LocData(0, "The Lava Cake", dlc_flags=HatDLC.death_wish), + + "The Windmill (Zero Jumps)": LocData(0, "The Windmill", + required_hats=[HatType.ICE], + misc_required=["No Bonk Badge"], + dlc_flags=HatDLC.death_wish), + "The Twilight Bell (Zero Jumps)": LocData(0, "The Twilight Bell", + required_hats=[HatType.ICE, HatType.DWELLER], + hit_type=HitType.umbrella_or_brewing, + misc_required=["No Bonk Badge"], + dlc_flags=HatDLC.death_wish), + + "Sleepy Subcon (Zero Jumps)": LocData(0, "Time Rift - Sleepy Subcon", required_hats=[HatType.ICE], + dlc_flags=HatDLC.death_wish), + + "Ship Shape (Zero Jumps)": LocData(0, "Ship Shape", required_hats=[HatType.ICE], dlc_flags=HatDLC.dlc1_dw), +} + +zero_jumps = { + **zero_jumps_hard, + **zero_jumps_expert, + "Welcome to Mafia Town (Zero Jumps)": LocData(0, "Welcome to Mafia Town", dlc_flags=HatDLC.death_wish), + + "Down with the Mafia! (Zero Jumps)": LocData(0, "Down with the Mafia!", + required_hats=[HatType.ICE], + dlc_flags=HatDLC.death_wish), + + "Cheating the Race (Zero Jumps)": LocData(0, "Cheating the Race", + required_hats=[HatType.TIME_STOP], + dlc_flags=HatDLC.death_wish), + + "The Golden Vault (Zero Jumps)": LocData(0, "The Golden Vault", + required_hats=[HatType.ICE], + dlc_flags=HatDLC.death_wish), + + "Dead Bird Studio (Zero Jumps)": LocData(0, "Dead Bird Studio", + required_hats=[HatType.ICE], + hit_type=HitType.umbrella_or_brewing, + dlc_flags=HatDLC.death_wish), + + "Murder on the Owl Express (Zero Jumps)": LocData(0, "Murder on the Owl Express", + required_hats=[HatType.ICE], + dlc_flags=HatDLC.death_wish), + + "Picture Perfect (Zero Jumps)": LocData(0, "Picture Perfect", dlc_flags=HatDLC.death_wish), + + "Train Rush (Zero Jumps)": LocData(0, "Train Rush", + required_hats=[HatType.ICE], + hookshot=True, + dlc_flags=HatDLC.death_wish), + + "Contractual Obligations (Zero Jumps)": LocData(0, "Contractual Obligations", + paintings=1, + dlc_flags=HatDLC.death_wish), + + "Your Contract has Expired (Zero Jumps)": LocData(0, "Your Contract has Expired", + hit_type=HitType.umbrella, + dlc_flags=HatDLC.death_wish), + + # No ice hat/painting required in Expert + "Toilet of Doom (Zero Jumps)": LocData(0, "Toilet of Doom", + hookshot=True, + hit_type=HitType.umbrella_or_brewing, + required_hats=[HatType.ICE], + paintings=1, + dlc_flags=HatDLC.death_wish), + + "Mail Delivery Service (Zero Jumps)": LocData(0, "Mail Delivery Service", + required_hats=[HatType.SPRINT], + dlc_flags=HatDLC.death_wish), + + "Time Rift - Alpine Skyline (Zero Jumps)": LocData(0, "Time Rift - Alpine Skyline", + required_hats=[HatType.ICE], + hookshot=True, + dlc_flags=HatDLC.death_wish), + + "Time Rift - The Lab (Zero Jumps)": LocData(0, "Time Rift - The Lab", + required_hats=[HatType.ICE], + dlc_flags=HatDLC.death_wish), + + "Yellow Overpass Station (Zero Jumps)": LocData(0, "Yellow Overpass Station", + required_hats=[HatType.ICE], + hookshot=True, + dlc_flags=HatDLC.dlc2_dw), + + "Green Clean Station (Zero Jumps)": LocData(0, "Green Clean Station", + required_hats=[HatType.ICE], + dlc_flags=HatDLC.dlc2_dw), +} + +snatcher_coins = { + "Snatcher Coin - Top of HQ (DWTM)": LocData(0, "Down with the Mafia!", snatcher_coin="Snatcher Coin - Top of HQ", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Top of HQ (CTR)": LocData(0, "Cheating the Race", snatcher_coin="Snatcher Coin - Top of HQ", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Top of HQ (HUMT)": LocData(0, "Heating Up Mafia Town", snatcher_coin="Snatcher Coin - Top of HQ", + hit_type=HitType.umbrella, dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Top of HQ (TGV)": LocData(0, "The Golden Vault", snatcher_coin="Snatcher Coin - Top of HQ", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Top of HQ (DW: BTH)": LocData(0, "Beat the Heat", snatcher_coin="Snatcher Coin - Top of HQ", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Top of Tower": LocData(0, "Mafia Town Area (HUMT)", snatcher_coin="Snatcher Coin - Top of Tower", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Top of Tower (DW: BTH)": LocData(0, "Beat the Heat", snatcher_coin="Snatcher Coin - Top of Tower", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Top of Tower (DW: CAT)": LocData(0, "Collect-a-thon", snatcher_coin="Snatcher Coin - Top of Tower", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Top of Tower (SSFOS)": LocData(0, "She Speedran from Outer Space", + snatcher_coin="Snatcher Coin - Top of Tower", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Top of Tower (DW: MJ)": LocData(0, "Mafia's Jumps", snatcher_coin="Snatcher Coin - Top of Tower", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Under Ruined Tower": LocData(0, "Mafia Town Area", + snatcher_coin="Snatcher Coin - Under Ruined Tower", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Under Ruined Tower (DW: CAT)": LocData(0, "Collect-a-thon", + snatcher_coin="Snatcher Coin - Under Ruined Tower", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Under Ruined Tower (DW: SSFOS)": LocData(0, "She Speedran from Outer Space", + snatcher_coin="Snatcher Coin - Under Ruined Tower", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Top of Red House (DBS)": LocData(0, "Dead Bird Studio - Elevator Area", + snatcher_coin="Snatcher Coin - Top of Red House", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Top of Red House (DW: SB)": LocData(0, "Security Breach", + snatcher_coin="Snatcher Coin - Top of Red House", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Train Rush": LocData(0, "Train Rush", snatcher_coin="Snatcher Coin - Train Rush", + hookshot=True, dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Train Rush (10 Seconds)": LocData(0, "10 Seconds until Self-Destruct", + snatcher_coin="Snatcher Coin - Train Rush", + hookshot=True, dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Picture Perfect": LocData(0, "Picture Perfect", snatcher_coin="Snatcher Coin - Picture Perfect", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Swamp Tree": LocData(0, "Subcon Forest Area", snatcher_coin="Snatcher Coin - Swamp Tree", + hookshot=True, paintings=1, + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Swamp Tree (Speedrun Well)": LocData(0, "Speedrun Well", + snatcher_coin="Snatcher Coin - Swamp Tree", + hookshot=True, dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Manor Roof": LocData(0, "Subcon Forest Area", snatcher_coin="Snatcher Coin - Manor Roof", + hit_type=HitType.dweller_bell, paintings=1, + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Giant Time Piece": LocData(0, "Subcon Forest Area", + snatcher_coin="Snatcher Coin - Giant Time Piece", + paintings=3, dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Goat Village Top": LocData(0, "Alpine Skyline Area (TIHS)", + snatcher_coin="Snatcher Coin - Goat Village Top", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Goat Village Top (Illness Speedrun)": LocData(0, "The Illness has Speedrun", + snatcher_coin="Snatcher Coin - Goat Village Top", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Lava Cake": LocData(0, "The Lava Cake", snatcher_coin="Snatcher Coin - Lava Cake", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Windmill": LocData(0, "The Windmill", snatcher_coin="Snatcher Coin - Windmill", + dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Windmill (DW: WUW)": LocData(0, "Wound-Up Windmill", snatcher_coin="Snatcher Coin - Windmill", + hookshot=True, dlc_flags=HatDLC.death_wish), + + "Snatcher Coin - Green Clean Tower": LocData(0, "Green Clean Station", + snatcher_coin="Snatcher Coin - Green Clean Tower", + dlc_flags=HatDLC.dlc2_dw), + + "Snatcher Coin - Bluefin Cat Train": LocData(0, "Bluefin Tunnel", + snatcher_coin="Snatcher Coin - Bluefin Cat Train", + dlc_flags=HatDLC.dlc2_dw), + + "Snatcher Coin - Pink Paw Fence": LocData(0, "Pink Paw Station", + snatcher_coin="Snatcher Coin - Pink Paw Fence", + dlc_flags=HatDLC.dlc2_dw), +} + +event_locs = { + **zero_jumps, + **snatcher_coins, + "HUMT Access": LocData(0, "Heating Up Mafia Town"), + "TOD Access": LocData(0, "Toilet of Doom"), + "YCHE Access": LocData(0, "Your Contract has Expired"), + "AFR Access": LocData(0, "Alpine Free Roam"), + "TIHS Access": LocData(0, "The Illness has Spread"), + + "Birdhouse Cleared": LocData(0, "The Birdhouse", act_event=True), + "Lava Cake Cleared": LocData(0, "The Lava Cake", act_event=True), + "Windmill Cleared": LocData(0, "The Windmill", act_event=True), + "Twilight Bell Cleared": LocData(0, "The Twilight Bell", act_event=True), + "Time Piece Cluster": LocData(0, "The Finale", act_event=True), + + # not really an act + "Nyakuza Intro Cleared": LocData(0, "Nyakuza Free Roam", dlc_flags=HatDLC.dlc2), + + "Yellow Overpass Station Cleared": LocData(0, "Yellow Overpass Station", dlc_flags=HatDLC.dlc2, act_event=True), + "Green Clean Station Cleared": LocData(0, "Green Clean Station", dlc_flags=HatDLC.dlc2, act_event=True), + "Bluefin Tunnel Cleared": LocData(0, "Bluefin Tunnel", dlc_flags=HatDLC.dlc2, act_event=True), + "Pink Paw Station Cleared": LocData(0, "Pink Paw Station", dlc_flags=HatDLC.dlc2, act_event=True), + "Yellow Overpass Manhole Cleared": LocData(0, "Yellow Overpass Manhole", dlc_flags=HatDLC.dlc2, act_event=True), + "Green Clean Manhole Cleared": LocData(0, "Green Clean Manhole", dlc_flags=HatDLC.dlc2, act_event=True), + "Pink Paw Manhole Cleared": LocData(0, "Pink Paw Manhole", dlc_flags=HatDLC.dlc2, act_event=True), + "Rush Hour Cleared": LocData(0, "Rush Hour", dlc_flags=HatDLC.dlc2, act_event=True), +} + +# DO NOT ALTER THE ORDER OF THIS LIST +death_wishes = { + "Beat the Heat": 2000350000, + "Snatcher's Hit List": 2000350002, + "So You're Back From Outer Space": 2000350004, + "Collect-a-thon": 2000350006, + "Rift Collapse: Mafia of Cooks": 2000350008, + "She Speedran from Outer Space": 2000350010, + "Mafia's Jumps": 2000350012, + "Vault Codes in the Wind": 2000350014, + "Encore! Encore!": 2000350016, + "Snatcher Coins in Mafia Town": 2000350018, + + "Security Breach": 2000350020, + "The Great Big Hootenanny": 2000350022, + "Rift Collapse: Dead Bird Studio": 2000350024, + "10 Seconds until Self-Destruct": 2000350026, + "Killing Two Birds": 2000350028, + "Snatcher Coins in Battle of the Birds": 2000350030, + "Zero Jumps": 2000350032, + + "Speedrun Well": 2000350034, + "Rift Collapse: Sleepy Subcon": 2000350036, + "Boss Rush": 2000350038, + "Quality Time with Snatcher": 2000350040, + "Breaching the Contract": 2000350042, + "Snatcher Coins in Subcon Forest": 2000350044, + + "Bird Sanctuary": 2000350046, + "Rift Collapse: Alpine Skyline": 2000350048, + "Wound-Up Windmill": 2000350050, + "The Illness has Speedrun": 2000350052, + "Snatcher Coins in Alpine Skyline": 2000350054, + "Camera Tourist": 2000350056, + + "The Mustache Gauntlet": 2000350058, + "No More Bad Guys": 2000350060, + + "Seal the Deal": 2000350062, + "Rift Collapse: Deep Sea": 2000350064, + "Cruisin' for a Bruisin'": 2000350066, + + "Community Rift: Rhythm Jump Studio": 2000350068, + "Community Rift: Twilight Travels": 2000350070, + "Community Rift: The Mountain Rift": 2000350072, + "Snatcher Coins in Nyakuza Metro": 2000350074, +} + +location_table = { + **ahit_locations, + **act_completions, + **storybook_pages, + **contract_locations, + **shop_locations, +} diff --git a/worlds/ahit/Options.py b/worlds/ahit/Options.py new file mode 100644 index 000000000000..17c4b95efc7a --- /dev/null +++ b/worlds/ahit/Options.py @@ -0,0 +1,770 @@ +from typing import List, TYPE_CHECKING, Dict, Any +from schema import Schema, Optional +from dataclasses import dataclass +from worlds.AutoWorld import PerGameCommonOptions +from Options import Range, Toggle, DeathLink, Choice, OptionDict, DefaultOnToggle, OptionGroup + +if TYPE_CHECKING: + from . import HatInTimeWorld + + +def create_option_groups() -> List[OptionGroup]: + option_group_list: List[OptionGroup] = [] + for name, options in ahit_option_groups.items(): + option_group_list.append(OptionGroup(name=name, options=options)) + + return option_group_list + + +def adjust_options(world: "HatInTimeWorld"): + if world.options.HighestChapterCost < world.options.LowestChapterCost: + world.options.HighestChapterCost.value, world.options.LowestChapterCost.value = \ + world.options.LowestChapterCost.value, world.options.HighestChapterCost.value + + if world.options.FinalChapterMaxCost < world.options.FinalChapterMinCost: + world.options.FinalChapterMaxCost.value, world.options.FinalChapterMinCost.value = \ + world.options.FinalChapterMinCost.value, world.options.FinalChapterMaxCost.value + + if world.options.BadgeSellerMaxItems < world.options.BadgeSellerMinItems: + world.options.BadgeSellerMaxItems.value, world.options.BadgeSellerMinItems.value = \ + world.options.BadgeSellerMinItems.value, world.options.BadgeSellerMaxItems.value + + if world.options.NyakuzaThugMaxShopItems < world.options.NyakuzaThugMinShopItems: + world.options.NyakuzaThugMaxShopItems.value, world.options.NyakuzaThugMinShopItems.value = \ + world.options.NyakuzaThugMinShopItems.value, world.options.NyakuzaThugMaxShopItems.value + + if world.options.DWShuffleCountMax < world.options.DWShuffleCountMin: + world.options.DWShuffleCountMax.value, world.options.DWShuffleCountMin.value = \ + world.options.DWShuffleCountMin.value, world.options.DWShuffleCountMax.value + + total_tps: int = get_total_time_pieces(world) + if world.options.HighestChapterCost > total_tps-5: + world.options.HighestChapterCost.value = min(45, total_tps-5) + + if world.options.LowestChapterCost > total_tps-5: + world.options.LowestChapterCost.value = min(45, total_tps-5) + + if world.options.FinalChapterMaxCost > total_tps: + world.options.FinalChapterMaxCost.value = min(50, total_tps) + + if world.options.FinalChapterMinCost > total_tps: + world.options.FinalChapterMinCost.value = min(50, total_tps) + + if world.is_dlc1() and world.options.ShipShapeCustomTaskGoal <= 0: + # automatically determine task count based on Tasksanity settings + if world.options.Tasksanity: + world.options.ShipShapeCustomTaskGoal.value = world.options.TasksanityCheckCount * world.options.TasksanityTaskStep + else: + world.options.ShipShapeCustomTaskGoal.value = 18 + + # Don't allow Rush Hour goal if DLC2 content is disabled + if world.options.EndGoal == EndGoal.option_rush_hour and not world.options.EnableDLC2: + world.options.EndGoal.value = EndGoal.option_finale + + # Don't allow Seal the Deal goal if Death Wish content is disabled + if world.options.EndGoal == EndGoal.option_seal_the_deal and not world.is_dw(): + world.options.EndGoal.value = EndGoal.option_finale + + if world.options.DWEnableBonus: + world.options.DWAutoCompleteBonuses.value = 0 + + if world.is_dw_only(): + world.options.EndGoal.value = EndGoal.option_seal_the_deal + world.options.ActRandomizer.value = 0 + world.options.ShuffleAlpineZiplines.value = 0 + world.options.ShuffleSubconPaintings.value = 0 + world.options.ShuffleStorybookPages.value = 0 + world.options.ShuffleActContracts.value = 0 + world.options.EnableDLC1.value = 0 + world.options.LogicDifficulty.value = LogicDifficulty.option_normal + world.options.DWTimePieceRequirement.value = 0 + + +def get_total_time_pieces(world: "HatInTimeWorld") -> int: + count: int = 40 + if world.is_dlc1(): + count += 6 + + if world.is_dlc2(): + count += 10 + + return min(40+world.options.MaxExtraTimePieces, count) + + +class EndGoal(Choice): + """The end goal required to beat the game. + Finale: Reach Time's End and beat Mustache Girl. The Finale will be in its vanilla location. + + Rush Hour: Reach and complete Rush Hour. The level will be in its vanilla location and Chapter 7 + will be the final chapter. You also must find Nyakuza Metro itself and complete all of its levels. + Requires DLC2 content to be enabled. + + Seal the Deal: Reach and complete the Seal the Deal death wish main objective. + Requires Death Wish content to be enabled.""" + display_name = "End Goal" + option_finale = 1 + option_rush_hour = 2 + option_seal_the_deal = 3 + default = 1 + + +class ActRandomizer(Choice): + """If enabled, shuffle the game's Acts between each other. + Light will cause Time Rifts to only be shuffled amongst each other, + and Blue Time Rifts and Purple Time Rifts to be shuffled separately.""" + display_name = "Shuffle Acts" + option_false = 0 + option_light = 1 + option_insanity = 2 + default = 1 + + +class ActPlando(OptionDict): + """Plando acts onto other acts. For example, \"Train Rush\": \"Alpine Free Roam\" will place Alpine Free Roam + at Train Rush.""" + display_name = "Act Plando" + schema = Schema({ + Optional(str): str + }) + + +class ActBlacklist(OptionDict): + """Blacklist acts from being shuffled onto other acts. Multiple can be listed per act. + For example, \"Barrel Battle\": [\"The Big Parade\", \"Dead Bird Studio\"] + will prevent The Big Parade and Dead Bird Studio from being shuffled onto Barrel Battle.""" + display_name = "Act Blacklist" + schema = Schema({ + Optional(str): list + }) + + +class FinaleShuffle(Toggle): + """If enabled, chapter finales will only be shuffled amongst each other in act shuffle.""" + display_name = "Finale Shuffle" + + +class LogicDifficulty(Choice): + """Choose the difficulty setting for logic. + For an exhaustive list of all logic tricks for each difficulty, see this Google Doc: + https://docs.google.com/document/d/1x9VLSQ5davfx1KGamR9T0mD5h69_lDXJ6H7Gq7knJRI/edit?usp=sharing""" + display_name = "Logic Difficulty" + option_normal = -1 + option_moderate = 0 + option_hard = 1 + option_expert = 2 + default = -1 + + +class CTRLogic(Choice): + """Choose how you want to logically clear Cheating the Race.""" + display_name = "Cheating the Race Logic" + option_time_stop_only = 0 + option_scooter = 1 + option_sprint = 2 + option_nothing = 3 + default = 0 + + +class RandomizeHatOrder(Choice): + """Randomize the order that hats are stitched in. + Time Stop Last will force Time Stop to be the last hat in the sequence.""" + display_name = "Randomize Hat Order" + option_false = 0 + option_true = 1 + option_time_stop_last = 2 + default = 1 + + +class YarnBalancePercent(Range): + """How much (in percentage) of the yarn in the pool that will be progression balanced.""" + display_name = "Yarn Balance Percentage" + default = 20 + range_start = 0 + range_end = 100 + + +class TimePieceBalancePercent(Range): + """How much (in percentage) of time pieces in the pool that will be progression balanced.""" + display_name = "Time Piece Balance Percentage" + default = 35 + range_start = 0 + range_end = 100 + + +class StartWithCompassBadge(DefaultOnToggle): + """If enabled, start with the Compass Badge. In Archipelago, the Compass Badge will track all items in the world + (instead of just Relics). Recommended if you're not familiar with where item locations are.""" + display_name = "Start with Compass Badge" + + +class CompassBadgeMode(Choice): + """closest - Compass Badge points to the closest item regardless of classification + important_only - Compass Badge points to progression/useful items only + important_first - Compass Badge points to progression/useful items first, then it will point to junk items""" + display_name = "Compass Badge Mode" + option_closest = 1 + option_important_only = 2 + option_important_first = 3 + default = 1 + + +class UmbrellaLogic(Toggle): + """Makes Hat Kid's default punch attack do absolutely nothing, making the Umbrella much more relevant and useful""" + display_name = "Umbrella Logic" + + +class ShuffleStorybookPages(DefaultOnToggle): + """If enabled, each storybook page in the purple Time Rifts is an item check. + The Compass Badge can track these down for you.""" + display_name = "Shuffle Storybook Pages" + + +class ShuffleActContracts(DefaultOnToggle): + """If enabled, shuffle Snatcher's act contracts into the pool as items""" + display_name = "Shuffle Contracts" + + +class ShuffleAlpineZiplines(Toggle): + """If enabled, Alpine's zipline paths leading to the peaks will be locked behind items.""" + display_name = "Shuffle Alpine Ziplines" + + +class ShuffleSubconPaintings(Toggle): + """If enabled, shuffle items into the pool that unlock Subcon Forest fire spirit paintings. + These items are progressive, with the order of Village-Swamp-Courtyard.""" + display_name = "Shuffle Subcon Paintings" + + +class NoPaintingSkips(Toggle): + """If enabled, prevent Subcon fire wall skips from being in logic on higher difficulty settings.""" + display_name = "No Subcon Fire Wall Skips" + + +class StartingChapter(Choice): + """Determines which chapter you will be guaranteed to be able to enter at the beginning of the game.""" + display_name = "Starting Chapter" + option_1 = 1 + option_2 = 2 + option_3 = 3 + option_4 = 4 + default = 1 + + +class ChapterCostIncrement(Range): + """Lower values mean chapter costs increase slower. Higher values make the cost differences more steep.""" + display_name = "Chapter Cost Increment" + range_start = 1 + range_end = 8 + default = 4 + + +class ChapterCostMinDifference(Range): + """The minimum difference between chapter costs.""" + display_name = "Minimum Chapter Cost Difference" + range_start = 1 + range_end = 8 + default = 4 + + +class LowestChapterCost(Range): + """Value determining the lowest possible cost for a chapter. + Chapter costs will, progressively, be calculated based on this value (except for the final chapter).""" + display_name = "Lowest Possible Chapter Cost" + range_start = 0 + range_end = 10 + default = 5 + + +class HighestChapterCost(Range): + """Value determining the highest possible cost for a chapter. + Chapter costs will, progressively, be calculated based on this value (except for the final chapter).""" + display_name = "Highest Possible Chapter Cost" + range_start = 15 + range_end = 45 + default = 25 + + +class FinalChapterMinCost(Range): + """Minimum Time Pieces required to enter the final chapter. This is part of your goal.""" + display_name = "Final Chapter Minimum Time Piece Cost" + range_start = 0 + range_end = 50 + default = 30 + + +class FinalChapterMaxCost(Range): + """Maximum Time Pieces required to enter the final chapter. This is part of your goal.""" + display_name = "Final Chapter Maximum Time Piece Cost" + range_start = 0 + range_end = 50 + default = 35 + + +class MaxExtraTimePieces(Range): + """Maximum number of extra Time Pieces from the DLCs. + Arctic Cruise will add up to 6. Nyakuza Metro will add up to 10. The absolute maximum is 56.""" + display_name = "Max Extra Time Pieces" + range_start = 0 + range_end = 16 + default = 16 + + +class YarnCostMin(Range): + """The minimum possible yarn needed to stitch a hat.""" + display_name = "Minimum Yarn Cost" + range_start = 1 + range_end = 12 + default = 4 + + +class YarnCostMax(Range): + """The maximum possible yarn needed to stitch a hat.""" + display_name = "Maximum Yarn Cost" + range_start = 1 + range_end = 12 + default = 8 + + +class YarnAvailable(Range): + """How much yarn is available to collect in the item pool.""" + display_name = "Yarn Available" + range_start = 30 + range_end = 80 + default = 50 + + +class MinExtraYarn(Range): + """The minimum number of extra yarn in the item pool. + There must be at least this much more yarn over the total number of yarn needed to craft all hats. + For example, if this option's value is 10, and the total yarn needed to craft all hats is 40, + there must be at least 50 yarn in the pool.""" + display_name = "Max Extra Yarn" + range_start = 5 + range_end = 15 + default = 10 + + +class HatItems(Toggle): + """Removes all yarn from the pool and turns the hats into individual items instead.""" + display_name = "Hat Items" + + +class MinPonCost(Range): + """The minimum number of Pons that any item in the Badge Seller's shop can cost.""" + display_name = "Minimum Shop Pon Cost" + range_start = 10 + range_end = 800 + default = 75 + + +class MaxPonCost(Range): + """The maximum number of Pons that any item in the Badge Seller's shop can cost.""" + display_name = "Maximum Shop Pon Cost" + range_start = 10 + range_end = 800 + default = 300 + + +class BadgeSellerMinItems(Range): + """The smallest number of items that the Badge Seller can have for sale.""" + display_name = "Badge Seller Minimum Items" + range_start = 0 + range_end = 10 + default = 4 + + +class BadgeSellerMaxItems(Range): + """The largest number of items that the Badge Seller can have for sale.""" + display_name = "Badge Seller Maximum Items" + range_start = 0 + range_end = 10 + default = 8 + + +class EnableDLC1(Toggle): + """Shuffle content from The Arctic Cruise (Chapter 6) into the game. This also includes the Tour time rift. + DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE SEAL THE DEAL DLC INSTALLED!!!""" + display_name = "Shuffle Chapter 6" + + +class Tasksanity(Toggle): + """If enabled, Ship Shape tasks will become checks. Requires DLC1 content to be enabled.""" + display_name = "Tasksanity" + + +class TasksanityTaskStep(Range): + """How many tasks the player must complete in Tasksanity to send a check.""" + display_name = "Tasksanity Task Step" + range_start = 1 + range_end = 3 + default = 1 + + +class TasksanityCheckCount(Range): + """How many Tasksanity checks there will be in total.""" + display_name = "Tasksanity Check Count" + range_start = 1 + range_end = 30 + default = 18 + + +class ExcludeTour(Toggle): + """Removes the Tour time rift from the game. This option is recommended if you don't want to deal with + important levels being shuffled onto the Tour time rift, or important items being shuffled onto Tour pages + when your goal is Time's End.""" + display_name = "Exclude Tour Time Rift" + + +class ShipShapeCustomTaskGoal(Range): + """Change the number of tasks required to complete Ship Shape. If this option's value is 0, the number of tasks + required will be TasksanityTaskStep x TasksanityCheckCount, if Tasksanity is enabled. If Tasksanity is disabled, + it will use the game's default of 18. + This option will not affect Cruisin' for a Bruisin'.""" + display_name = "Ship Shape Custom Task Goal" + range_start = 0 + range_end = 90 + default = 0 + + +class EnableDLC2(Toggle): + """Shuffle content from Nyakuza Metro (Chapter 7) into the game. + DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE NYAKUZA METRO DLC INSTALLED!!!""" + display_name = "Shuffle Chapter 7" + + +class MetroMinPonCost(Range): + """The cheapest an item can be in any Nyakuza Metro shop. Includes ticket booths.""" + display_name = "Metro Shops Minimum Pon Cost" + range_start = 10 + range_end = 800 + default = 50 + + +class MetroMaxPonCost(Range): + """The most expensive an item can be in any Nyakuza Metro shop. Includes ticket booths.""" + display_name = "Metro Shops Maximum Pon Cost" + range_start = 10 + range_end = 800 + default = 200 + + +class NyakuzaThugMinShopItems(Range): + """The smallest number of items that the thugs in Nyakuza Metro can have for sale.""" + display_name = "Nyakuza Thug Minimum Shop Items" + range_start = 0 + range_end = 5 + default = 2 + + +class NyakuzaThugMaxShopItems(Range): + """The largest number of items that the thugs in Nyakuza Metro can have for sale.""" + display_name = "Nyakuza Thug Maximum Shop Items" + range_start = 0 + range_end = 5 + default = 4 + + +class NoTicketSkips(Choice): + """Prevent metro gate skips from being in logic on higher difficulties. + Rush Hour option will only consider the ticket skips for Rush Hour in logic.""" + display_name = "No Ticket Skips" + option_false = 0 + option_true = 1 + option_rush_hour = 2 + + +class BaseballBat(Toggle): + """Replace the Umbrella with the baseball bat from Nyakuza Metro. + DLC2 content does not have to be shuffled for this option but Nyakuza Metro still needs to be installed.""" + display_name = "Baseball Bat" + + +class EnableDeathWish(Toggle): + """Shuffle Death Wish contracts into the game. Each contract by default will have 1 check granted upon completion. + DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE SEAL THE DEAL DLC INSTALLED!!!""" + display_name = "Enable Death Wish" + + +class DeathWishOnly(Toggle): + """An alternative gameplay mode that allows you to exclusively play Death Wish in a seed. + This has the following effects: + - Death Wish is instantly unlocked from the start + - All hats and other progression items are instantly given to you + - Useful items such as Fast Hatter Badge will still be in the item pool instead of in your inventory at the start + - All chapters and their levels are unlocked, act shuffle is forced off + - Any checks other than Death Wish contracts are completely removed + - All Pons in the item pool are replaced with Health Pons or random cosmetics + - The EndGoal option is forced to complete Seal the Deal""" + display_name = "Death Wish Only" + + +class DWShuffle(Toggle): + """An alternative mode for Death Wish where each contract is unlocked one by one, in a random order. + Stamp requirements to unlock contracts is removed. Any excluded contracts will not be shuffled into the sequence. + If Seal the Deal is the end goal, it will always be the last Death Wish in the sequence. + Disabling candles is highly recommended.""" + display_name = "Death Wish Shuffle" + + +class DWShuffleCountMin(Range): + """The minimum number of Death Wishes that can be in the Death Wish shuffle sequence. + The final result is clamped at the number of non-excluded Death Wishes.""" + display_name = "Death Wish Shuffle Minimum Count" + range_start = 5 + range_end = 38 + default = 18 + + +class DWShuffleCountMax(Range): + """The maximum number of Death Wishes that can be in the Death Wish shuffle sequence. + The final result is clamped at the number of non-excluded Death Wishes.""" + display_name = "Death Wish Shuffle Maximum Count" + range_start = 5 + range_end = 38 + default = 25 + + +class DWEnableBonus(Toggle): + """In Death Wish, add a location for completing all of a DW contract's bonuses, + in addition to the location for completing the DW contract normally. + WARNING!! Only for the brave! This option can create VERY DIFFICULT SEEDS! + ONLY turn this on if you know what you are doing to yourself and everyone else in the multiworld! + Using Peace and Tranquility to auto-complete the bonuses will NOT count!""" + display_name = "Shuffle Death Wish Full Completions" + + +class DWAutoCompleteBonuses(DefaultOnToggle): + """If enabled, auto complete all bonus stamps after completing the main objective in a Death Wish. + This option will have no effect if bonus checks (DWEnableBonus) are turned on.""" + display_name = "Auto Complete Bonus Stamps" + + +class DWExcludeAnnoyingContracts(DefaultOnToggle): + """Exclude Death Wish contracts from the pool that are particularly tedious or take a long time to reach/clear. + Excluded Death Wishes are automatically completed as soon as they are unlocked. + This option currently excludes the following contracts: + - Vault Codes in the Wind + - Boss Rush + - Camera Tourist + - The Mustache Gauntlet + - Rift Collapse: Deep Sea + - Cruisin' for a Bruisin' + - Seal the Deal (non-excluded if goal, but the checks are still excluded)""" + display_name = "Exclude Annoying Death Wish Contracts" + + +class DWExcludeAnnoyingBonuses(DefaultOnToggle): + """If Death Wish full completions are shuffled in, exclude tedious Death Wish full completions from the pool. + Excluded bonus Death Wishes automatically reward their bonus stamps upon completion of the main objective. + This option currently excludes the following bonuses: + - So You're Back From Outer Space + - Encore! Encore! + - Snatcher's Hit List + - 10 Seconds until Self-Destruct + - Killing Two Birds + - Zero Jumps + - Bird Sanctuary + - Wound-Up Windmill + - Vault Codes in the Wind + - Boss Rush + - Camera Tourist + - The Mustache Gauntlet + - Rift Collapse: Deep Sea + - Cruisin' for a Bruisin' + - Seal the Deal""" + display_name = "Exclude Annoying Death Wish Full Completions" + + +class DWExcludeCandles(DefaultOnToggle): + """If enabled, exclude all candle Death Wishes.""" + display_name = "Exclude Candle Death Wishes" + + +class DWTimePieceRequirement(Range): + """How many Time Pieces that will be required to unlock Death Wish.""" + display_name = "Death Wish Time Piece Requirement" + range_start = 0 + range_end = 35 + default = 15 + + +class TrapChance(Range): + """The chance for any junk item in the pool to be replaced by a trap.""" + display_name = "Trap Chance" + range_start = 0 + range_end = 100 + default = 0 + + +class BabyTrapWeight(Range): + """The weight of Baby Traps in the trap pool. + Baby Traps place a multitude of the Conductor's grandkids into Hat Kid's hands, causing her to lose her balance.""" + display_name = "Baby Trap Weight" + range_start = 0 + range_end = 100 + default = 40 + + +class LaserTrapWeight(Range): + """The weight of Laser Traps in the trap pool. + Laser Traps will spawn multiple giant lasers (from Snatcher's boss fight) at Hat Kid's location.""" + display_name = "Laser Trap Weight" + range_start = 0 + range_end = 100 + default = 40 + + +class ParadeTrapWeight(Range): + """The weight of Parade Traps in the trap pool. + Parade Traps will summon multiple Express Band owls with knives that chase Hat Kid by mimicking her movement.""" + display_name = "Parade Trap Weight" + range_start = 0 + range_end = 100 + default = 20 + + +@dataclass +class AHITOptions(PerGameCommonOptions): + EndGoal: EndGoal + ActRandomizer: ActRandomizer + ActPlando: ActPlando + ActBlacklist: ActBlacklist + ShuffleAlpineZiplines: ShuffleAlpineZiplines + FinaleShuffle: FinaleShuffle + LogicDifficulty: LogicDifficulty + YarnBalancePercent: YarnBalancePercent + TimePieceBalancePercent: TimePieceBalancePercent + RandomizeHatOrder: RandomizeHatOrder + UmbrellaLogic: UmbrellaLogic + StartWithCompassBadge: StartWithCompassBadge + CompassBadgeMode: CompassBadgeMode + ShuffleStorybookPages: ShuffleStorybookPages + ShuffleActContracts: ShuffleActContracts + ShuffleSubconPaintings: ShuffleSubconPaintings + NoPaintingSkips: NoPaintingSkips + StartingChapter: StartingChapter + CTRLogic: CTRLogic + + EnableDLC1: EnableDLC1 + Tasksanity: Tasksanity + TasksanityTaskStep: TasksanityTaskStep + TasksanityCheckCount: TasksanityCheckCount + ExcludeTour: ExcludeTour + ShipShapeCustomTaskGoal: ShipShapeCustomTaskGoal + + EnableDeathWish: EnableDeathWish + DWShuffle: DWShuffle + DWShuffleCountMin: DWShuffleCountMin + DWShuffleCountMax: DWShuffleCountMax + DeathWishOnly: DeathWishOnly + DWEnableBonus: DWEnableBonus + DWAutoCompleteBonuses: DWAutoCompleteBonuses + DWExcludeAnnoyingContracts: DWExcludeAnnoyingContracts + DWExcludeAnnoyingBonuses: DWExcludeAnnoyingBonuses + DWExcludeCandles: DWExcludeCandles + DWTimePieceRequirement: DWTimePieceRequirement + + EnableDLC2: EnableDLC2 + BaseballBat: BaseballBat + MetroMinPonCost: MetroMinPonCost + MetroMaxPonCost: MetroMaxPonCost + NyakuzaThugMinShopItems: NyakuzaThugMinShopItems + NyakuzaThugMaxShopItems: NyakuzaThugMaxShopItems + NoTicketSkips: NoTicketSkips + + LowestChapterCost: LowestChapterCost + HighestChapterCost: HighestChapterCost + ChapterCostIncrement: ChapterCostIncrement + ChapterCostMinDifference: ChapterCostMinDifference + MaxExtraTimePieces: MaxExtraTimePieces + + FinalChapterMinCost: FinalChapterMinCost + FinalChapterMaxCost: FinalChapterMaxCost + + YarnCostMin: YarnCostMin + YarnCostMax: YarnCostMax + YarnAvailable: YarnAvailable + MinExtraYarn: MinExtraYarn + HatItems: HatItems + + MinPonCost: MinPonCost + MaxPonCost: MaxPonCost + BadgeSellerMinItems: BadgeSellerMinItems + BadgeSellerMaxItems: BadgeSellerMaxItems + + TrapChance: TrapChance + BabyTrapWeight: BabyTrapWeight + LaserTrapWeight: LaserTrapWeight + ParadeTrapWeight: ParadeTrapWeight + + death_link: DeathLink + + +ahit_option_groups: Dict[str, List[Any]] = { + "General Options": [EndGoal, ShuffleStorybookPages, ShuffleAlpineZiplines, ShuffleSubconPaintings, + ShuffleActContracts, MinPonCost, MaxPonCost, BadgeSellerMinItems, BadgeSellerMaxItems, + LogicDifficulty, NoPaintingSkips, CTRLogic], + + "Act Options": [ActRandomizer, StartingChapter, LowestChapterCost, HighestChapterCost, + ChapterCostIncrement, ChapterCostMinDifference, FinalChapterMinCost, FinalChapterMaxCost, + FinaleShuffle, ActPlando, ActBlacklist], + + "Item Options": [StartWithCompassBadge, CompassBadgeMode, RandomizeHatOrder, YarnAvailable, YarnCostMin, + YarnCostMax, MinExtraYarn, HatItems, UmbrellaLogic, MaxExtraTimePieces, YarnBalancePercent, + TimePieceBalancePercent], + + "Arctic Cruise Options": [EnableDLC1, Tasksanity, TasksanityTaskStep, TasksanityCheckCount, + ShipShapeCustomTaskGoal, ExcludeTour], + + "Nyakuza Metro Options": [EnableDLC2, MetroMinPonCost, MetroMaxPonCost, NyakuzaThugMinShopItems, + NyakuzaThugMaxShopItems, BaseballBat, NoTicketSkips], + + "Death Wish Options": [EnableDeathWish, DWTimePieceRequirement, DWShuffle, DWShuffleCountMin, DWShuffleCountMax, + DWEnableBonus, DWAutoCompleteBonuses, DWExcludeAnnoyingContracts, DWExcludeAnnoyingBonuses, + DWExcludeCandles, DeathWishOnly], + + "Trap Options": [TrapChance, BabyTrapWeight, LaserTrapWeight, ParadeTrapWeight] +} + + +slot_data_options: List[str] = [ + "EndGoal", + "ActRandomizer", + "ShuffleAlpineZiplines", + "LogicDifficulty", + "CTRLogic", + "RandomizeHatOrder", + "UmbrellaLogic", + "StartWithCompassBadge", + "CompassBadgeMode", + "ShuffleStorybookPages", + "ShuffleActContracts", + "ShuffleSubconPaintings", + "NoPaintingSkips", + "HatItems", + + "EnableDLC1", + "Tasksanity", + "TasksanityTaskStep", + "TasksanityCheckCount", + "ShipShapeCustomTaskGoal", + "ExcludeTour", + + "EnableDeathWish", + "DWShuffle", + "DeathWishOnly", + "DWEnableBonus", + "DWAutoCompleteBonuses", + "DWTimePieceRequirement", + + "EnableDLC2", + "MetroMinPonCost", + "MetroMaxPonCost", + "BaseballBat", + "NoTicketSkips", + + "MinPonCost", + "MaxPonCost", + + "death_link", +] diff --git a/worlds/ahit/Regions.py b/worlds/ahit/Regions.py new file mode 100644 index 000000000000..6a388a98e87e --- /dev/null +++ b/worlds/ahit/Regions.py @@ -0,0 +1,1027 @@ +from BaseClasses import Region, Entrance, ItemClassification, Location, LocationProgressType +from .Types import ChapterIndex, Difficulty, HatInTimeLocation, HatInTimeItem +from .Locations import location_table, storybook_pages, event_locs, is_location_valid, \ + shop_locations, TASKSANITY_START_ID, snatcher_coins, zero_jumps, zero_jumps_expert, zero_jumps_hard +from typing import TYPE_CHECKING, List, Dict, Optional +from .Rules import set_rift_rules, get_difficulty +from .Options import ActRandomizer, EndGoal + +if TYPE_CHECKING: + from . import HatInTimeWorld + + +MIN_FIRST_SPHERE_LOCATIONS = 30 + + +# ChapterIndex: region +chapter_regions = { + ChapterIndex.SPACESHIP: "Spaceship", + ChapterIndex.MAFIA: "Mafia Town", + ChapterIndex.BIRDS: "Battle of the Birds", + ChapterIndex.SUBCON: "Subcon Forest", + ChapterIndex.ALPINE: "Alpine Skyline", + ChapterIndex.FINALE: "Time's End", + ChapterIndex.CRUISE: "The Arctic Cruise", + ChapterIndex.METRO: "Nyakuza Metro", +} + +# entrance: region +act_entrances = { + "Welcome to Mafia Town": "Mafia Town - Act 1", + "Barrel Battle": "Mafia Town - Act 2", + "She Came from Outer Space": "Mafia Town - Act 3", + "Down with the Mafia!": "Mafia Town - Act 4", + "Cheating the Race": "Mafia Town - Act 5", + "Heating Up Mafia Town": "Mafia Town - Act 6", + "The Golden Vault": "Mafia Town - Act 7", + + "Dead Bird Studio": "Battle of the Birds - Act 1", + "Murder on the Owl Express": "Battle of the Birds - Act 2", + "Picture Perfect": "Battle of the Birds - Act 3", + "Train Rush": "Battle of the Birds - Act 4", + "The Big Parade": "Battle of the Birds - Act 5", + "Award Ceremony": "Battle of the Birds - Finale A", + "Dead Bird Studio Basement": "Battle of the Birds - Finale B", + + "Contractual Obligations": "Subcon Forest - Act 1", + "The Subcon Well": "Subcon Forest - Act 2", + "Toilet of Doom": "Subcon Forest - Act 3", + "Queen Vanessa's Manor": "Subcon Forest - Act 4", + "Mail Delivery Service": "Subcon Forest - Act 5", + "Your Contract has Expired": "Subcon Forest - Finale", + + "Alpine Free Roam": "Alpine Skyline - Free Roam", + "The Illness has Spread": "Alpine Skyline - Finale", + + "The Finale": "Time's End - Act 1", + + "Bon Voyage!": "The Arctic Cruise - Act 1", + "Ship Shape": "The Arctic Cruise - Act 2", + "Rock the Boat": "The Arctic Cruise - Finale", + + "Nyakuza Free Roam": "Nyakuza Metro - Free Roam", + "Rush Hour": "Nyakuza Metro - Finale", +} + +act_chapters = { + "Time Rift - Gallery": "Spaceship", + "Time Rift - The Lab": "Spaceship", + + "Welcome to Mafia Town": "Mafia Town", + "Barrel Battle": "Mafia Town", + "She Came from Outer Space": "Mafia Town", + "Down with the Mafia!": "Mafia Town", + "Cheating the Race": "Mafia Town", + "Heating Up Mafia Town": "Mafia Town", + "The Golden Vault": "Mafia Town", + "Time Rift - Mafia of Cooks": "Mafia Town", + "Time Rift - Sewers": "Mafia Town", + "Time Rift - Bazaar": "Mafia Town", + + "Dead Bird Studio": "Battle of the Birds", + "Murder on the Owl Express": "Battle of the Birds", + "Picture Perfect": "Battle of the Birds", + "Train Rush": "Battle of the Birds", + "The Big Parade": "Battle of the Birds", + "Award Ceremony": "Battle of the Birds", + "Dead Bird Studio Basement": "Battle of the Birds", + "Time Rift - Dead Bird Studio": "Battle of the Birds", + "Time Rift - The Owl Express": "Battle of the Birds", + "Time Rift - The Moon": "Battle of the Birds", + + "Contractual Obligations": "Subcon Forest", + "The Subcon Well": "Subcon Forest", + "Toilet of Doom": "Subcon Forest", + "Queen Vanessa's Manor": "Subcon Forest", + "Mail Delivery Service": "Subcon Forest", + "Your Contract has Expired": "Subcon Forest", + "Time Rift - Sleepy Subcon": "Subcon Forest", + "Time Rift - Pipe": "Subcon Forest", + "Time Rift - Village": "Subcon Forest", + + "Alpine Free Roam": "Alpine Skyline", + "The Illness has Spread": "Alpine Skyline", + "Time Rift - Alpine Skyline": "Alpine Skyline", + "Time Rift - The Twilight Bell": "Alpine Skyline", + "Time Rift - Curly Tail Trail": "Alpine Skyline", + + "The Finale": "Time's End", + "Time Rift - Tour": "Time's End", + + "Bon Voyage!": "The Arctic Cruise", + "Ship Shape": "The Arctic Cruise", + "Rock the Boat": "The Arctic Cruise", + "Time Rift - Balcony": "The Arctic Cruise", + "Time Rift - Deep Sea": "The Arctic Cruise", + + "Nyakuza Free Roam": "Nyakuza Metro", + "Rush Hour": "Nyakuza Metro", + "Time Rift - Rumbi Factory": "Nyakuza Metro", +} + +# region: list[Region] +rift_access_regions = { + "Time Rift - Gallery": ["Spaceship"], + "Time Rift - The Lab": ["Spaceship"], + + "Time Rift - Sewers": ["Welcome to Mafia Town", "Barrel Battle", "She Came from Outer Space", + "Down with the Mafia!", "Cheating the Race", "Heating Up Mafia Town", + "The Golden Vault"], + + "Time Rift - Bazaar": ["Welcome to Mafia Town", "Barrel Battle", "She Came from Outer Space", + "Down with the Mafia!", "Cheating the Race", "Heating Up Mafia Town", + "The Golden Vault"], + + "Time Rift - Mafia of Cooks": ["Welcome to Mafia Town", "Barrel Battle", "She Came from Outer Space", + "Down with the Mafia!", "Cheating the Race", "The Golden Vault"], + + "Time Rift - The Owl Express": ["Murder on the Owl Express"], + "Time Rift - The Moon": ["Picture Perfect", "The Big Parade"], + "Time Rift - Dead Bird Studio": ["Dead Bird Studio", "Dead Bird Studio Basement"], + + "Time Rift - Pipe": ["Contractual Obligations", "The Subcon Well", + "Toilet of Doom", "Queen Vanessa's Manor", + "Mail Delivery Service"], + + "Time Rift - Village": ["Contractual Obligations", "The Subcon Well", + "Toilet of Doom", "Queen Vanessa's Manor", + "Mail Delivery Service"], + + "Time Rift - Sleepy Subcon": ["Contractual Obligations", "The Subcon Well", + "Toilet of Doom", "Queen Vanessa's Manor", + "Mail Delivery Service"], + + "Time Rift - The Twilight Bell": ["Alpine Free Roam"], + "Time Rift - Curly Tail Trail": ["Alpine Free Roam"], + "Time Rift - Alpine Skyline": ["Alpine Free Roam", "The Illness has Spread"], + + "Time Rift - Tour": ["Time's End"], + + "Time Rift - Balcony": ["Cruise Ship"], + "Time Rift - Deep Sea": ["Bon Voyage!"], + + "Time Rift - Rumbi Factory": ["Nyakuza Free Roam"], +} + +# Time piece identifiers to be used in act shuffle +chapter_act_info = { + "Time Rift - Gallery": "Spaceship_WaterRift_Gallery", + "Time Rift - The Lab": "Spaceship_WaterRift_MailRoom", + + "Welcome to Mafia Town": "chapter1_tutorial", + "Barrel Battle": "chapter1_barrelboss", + "She Came from Outer Space": "chapter1_cannon_repair", + "Down with the Mafia!": "chapter1_boss", + "Cheating the Race": "harbor_impossible_race", + "Heating Up Mafia Town": "mafiatown_lava", + "The Golden Vault": "mafiatown_goldenvault", + "Time Rift - Mafia of Cooks": "TimeRift_Cave_Mafia", + "Time Rift - Sewers": "TimeRift_Water_Mafia_Easy", + "Time Rift - Bazaar": "TimeRift_Water_Mafia_Hard", + + "Dead Bird Studio": "DeadBirdStudio", + "Murder on the Owl Express": "chapter3_murder", + "Picture Perfect": "moon_camerasnap", + "Train Rush": "trainwreck_selfdestruct", + "The Big Parade": "moon_parade", + "Award Ceremony": "award_ceremony", + "Dead Bird Studio Basement": "chapter3_secret_finale", + "Time Rift - Dead Bird Studio": "TimeRift_Cave_BirdBasement", + "Time Rift - The Owl Express": "TimeRift_Water_TWreck_Panels", + "Time Rift - The Moon": "TimeRift_Water_TWreck_Parade", + + "Contractual Obligations": "subcon_village_icewall", + "The Subcon Well": "subcon_cave", + "Toilet of Doom": "chapter2_toiletboss", + "Queen Vanessa's Manor": "vanessa_manor_attic", + "Mail Delivery Service": "subcon_maildelivery", + "Your Contract has Expired": "snatcher_boss", + "Time Rift - Sleepy Subcon": "TimeRift_Cave_Raccoon", + "Time Rift - Pipe": "TimeRift_Water_Subcon_Hookshot", + "Time Rift - Village": "TimeRift_Water_Subcon_Dwellers", + + "Alpine Free Roam": "AlpineFreeRoam", # not an actual Time Piece + "The Illness has Spread": "AlpineSkyline_Finale", + "Time Rift - Alpine Skyline": "TimeRift_Cave_Alps", + "Time Rift - The Twilight Bell": "TimeRift_Water_Alp_Goats", + "Time Rift - Curly Tail Trail": "TimeRift_Water_AlpineSkyline_Cats", + + "The Finale": "TheFinale_FinalBoss", + "Time Rift - Tour": "TimeRift_Cave_Tour", + + "Bon Voyage!": "Cruise_Boarding", + "Ship Shape": "Cruise_Working", + "Rock the Boat": "Cruise_Sinking", + "Time Rift - Balcony": "Cruise_WaterRift_Slide", + "Time Rift - Deep Sea": "Cruise_CaveRift_Aquarium", + + "Nyakuza Free Roam": "MetroFreeRoam", # not an actual Time Piece + "Rush Hour": "Metro_Escape", + "Time Rift - Rumbi Factory": "Metro_CaveRift_RumbiFactory" +} + +# Some of these may vary depending on options. See is_valid_first_act() +guaranteed_first_acts = [ + "Welcome to Mafia Town", + "Barrel Battle", + "She Came from Outer Space", + "Down with the Mafia!", + "Heating Up Mafia Town", + "The Golden Vault", + + "Dead Bird Studio", + "Murder on the Owl Express", + "Dead Bird Studio Basement", + + "Contractual Obligations", + "The Subcon Well", + "Queen Vanessa's Manor", + "Your Contract has Expired", + + "Rock the Boat", + + "Time Rift - Mafia of Cooks", + "Time Rift - Dead Bird Studio", + "Time Rift - Sleepy Subcon", + "Time Rift - Alpine Skyline" + "Time Rift - Tour", + "Time Rift - Rumbi Factory", +] + +purple_time_rifts = [ + "Time Rift - Mafia of Cooks", + "Time Rift - Dead Bird Studio", + "Time Rift - Sleepy Subcon", + "Time Rift - Alpine Skyline", + "Time Rift - Deep Sea", + "Time Rift - Tour", + "Time Rift - Rumbi Factory", +] + +chapter_finales = [ + "Dead Bird Studio Basement", + "Your Contract has Expired", + "The Illness has Spread", + "Rock the Boat", + "Rush Hour", +] + +# Acts blacklisted in act shuffle +# entrance: region +blacklisted_acts = { + "Battle of the Birds - Finale A": "Award Ceremony", +} + +# Blacklisted act shuffle combinations to help prevent impossible layouts. Mostly for free roam acts. +blacklisted_combos = { + "The Illness has Spread": ["Nyakuza Free Roam", "Alpine Free Roam", "Contractual Obligations"], + "Rush Hour": ["Nyakuza Free Roam", "Alpine Free Roam", "Contractual Obligations"], + + # Bon Voyage is here to prevent the cycle: Owl Express -> Bon Voyage -> Deep Sea -> MOTOE -> Owl Express + # which would make them all inaccessible since those rifts have no other entrances + "Time Rift - The Owl Express": ["Alpine Free Roam", "Nyakuza Free Roam", "Bon Voyage!", + "Contractual Obligations"], + + "Time Rift - The Moon": ["Alpine Free Roam", "Nyakuza Free Roam", "Contractual Obligations"], + "Time Rift - Dead Bird Studio": ["Alpine Free Roam", "Nyakuza Free Roam", "Contractual Obligations"], + "Time Rift - Curly Tail Trail": ["Nyakuza Free Roam", "Contractual Obligations"], + "Time Rift - The Twilight Bell": ["Nyakuza Free Roam", "Contractual Obligations"], + "Time Rift - Alpine Skyline": ["Nyakuza Free Roam", "Contractual Obligations"], + "Time Rift - Rumbi Factory": ["Alpine Free Roam", "Contractual Obligations"], + + # See above comment + "Time Rift - Deep Sea": ["Alpine Free Roam", "Nyakuza Free Roam", "Contractual Obligations", + "Murder on the Owl Express"], +} + + +def create_regions(world: "HatInTimeWorld"): + # ------------------------------------------- HUB -------------------------------------------------- # + menu = create_region(world, "Menu") + spaceship = create_region_and_connect(world, "Spaceship", "Save File -> Spaceship", menu) + + # we only need the menu and the spaceship regions + if world.is_dw_only(): + return + + create_rift_connections(world, create_region(world, "Time Rift - Gallery")) + create_rift_connections(world, create_region(world, "Time Rift - The Lab")) + + # ------------------------------------------- MAFIA TOWN ------------------------------------------- # + mafia_town = create_region_and_connect(world, "Mafia Town", "Telescope -> Mafia Town", spaceship) + mt_act1 = create_region_and_connect(world, "Welcome to Mafia Town", "Mafia Town - Act 1", mafia_town) + mt_act2 = create_region_and_connect(world, "Barrel Battle", "Mafia Town - Act 2", mafia_town) + mt_act3 = create_region_and_connect(world, "She Came from Outer Space", "Mafia Town - Act 3", mafia_town) + mt_act4 = create_region_and_connect(world, "Down with the Mafia!", "Mafia Town - Act 4", mafia_town) + mt_act6 = create_region_and_connect(world, "Heating Up Mafia Town", "Mafia Town - Act 6", mafia_town) + mt_act5 = create_region_and_connect(world, "Cheating the Race", "Mafia Town - Act 5", mafia_town) + mt_act7 = create_region_and_connect(world, "The Golden Vault", "Mafia Town - Act 7", mafia_town) + + # ------------------------------------------- BOTB ------------------------------------------------- # + botb = create_region_and_connect(world, "Battle of the Birds", "Telescope -> Battle of the Birds", spaceship) + dbs = create_region_and_connect(world, "Dead Bird Studio", "Battle of the Birds - Act 1", botb) + create_region_and_connect(world, "Murder on the Owl Express", "Battle of the Birds - Act 2", botb) + pp = create_region_and_connect(world, "Picture Perfect", "Battle of the Birds - Act 3", botb) + tr = create_region_and_connect(world, "Train Rush", "Battle of the Birds - Act 4", botb) + create_region_and_connect(world, "The Big Parade", "Battle of the Birds - Act 5", botb) + create_region_and_connect(world, "Award Ceremony", "Battle of the Birds - Finale A", botb) + basement = create_region_and_connect(world, "Dead Bird Studio Basement", "Battle of the Birds - Finale B", botb) + create_rift_connections(world, create_region(world, "Time Rift - Dead Bird Studio")) + create_rift_connections(world, create_region(world, "Time Rift - The Owl Express")) + create_rift_connections(world, create_region(world, "Time Rift - The Moon")) + + # Items near the Dead Bird Studio elevator can be reached from the basement act, and beyond in Expert + ev_area = create_region_and_connect(world, "Dead Bird Studio - Elevator Area", "DBS -> Elevator Area", dbs) + post_ev = create_region_and_connect(world, "Dead Bird Studio - Post Elevator Area", "DBS -> Post Elevator Area", dbs) + basement.connect(ev_area, "DBS Basement -> Elevator Area") + if world.options.LogicDifficulty >= int(Difficulty.EXPERT): + basement.connect(post_ev, "DBS Basement -> Post Elevator Area") + + # ------------------------------------------- SUBCON FOREST --------------------------------------- # + subcon_forest = create_region_and_connect(world, "Subcon Forest", "Telescope -> Subcon Forest", spaceship) + sf_act1 = create_region_and_connect(world, "Contractual Obligations", "Subcon Forest - Act 1", subcon_forest) + sf_act2 = create_region_and_connect(world, "The Subcon Well", "Subcon Forest - Act 2", subcon_forest) + sf_act3 = create_region_and_connect(world, "Toilet of Doom", "Subcon Forest - Act 3", subcon_forest) + sf_act4 = create_region_and_connect(world, "Queen Vanessa's Manor", "Subcon Forest - Act 4", subcon_forest) + sf_act5 = create_region_and_connect(world, "Mail Delivery Service", "Subcon Forest - Act 5", subcon_forest) + create_region_and_connect(world, "Your Contract has Expired", "Subcon Forest - Finale", subcon_forest) + + # ------------------------------------------- ALPINE SKYLINE ------------------------------------------ # + alpine_skyline = create_region_and_connect(world, "Alpine Skyline", "Telescope -> Alpine Skyline", spaceship) + alpine_freeroam = create_region_and_connect(world, "Alpine Free Roam", "Alpine Skyline - Free Roam", alpine_skyline) + alpine_area = create_region_and_connect(world, "Alpine Skyline Area", "AFR -> Alpine Skyline Area", alpine_freeroam) + + # Needs to be separate because there are a lot of locations in Alpine that can't be accessed from Illness + alpine_area_tihs = create_region_and_connect(world, "Alpine Skyline Area (TIHS)", "-> Alpine Skyline Area (TIHS)", + alpine_area) + + create_region_and_connect(world, "The Birdhouse", "-> The Birdhouse", alpine_area) + create_region_and_connect(world, "The Lava Cake", "-> The Lava Cake", alpine_area) + create_region_and_connect(world, "The Windmill", "-> The Windmill", alpine_area) + create_region_and_connect(world, "The Twilight Bell", "-> The Twilight Bell", alpine_area) + + illness = create_region_and_connect(world, "The Illness has Spread", "Alpine Skyline - Finale", alpine_skyline) + illness.connect(alpine_area_tihs, "TIHS -> Alpine Skyline Area (TIHS)") + create_rift_connections(world, create_region(world, "Time Rift - Alpine Skyline")) + create_rift_connections(world, create_region(world, "Time Rift - The Twilight Bell")) + create_rift_connections(world, create_region(world, "Time Rift - Curly Tail Trail")) + + # ------------------------------------------- OTHER -------------------------------------------------- # + mt_area: Region = create_region(world, "Mafia Town Area") + mt_area_humt: Region = create_region(world, "Mafia Town Area (HUMT)") + mt_area.connect(mt_area_humt, "MT Area -> MT Area (HUMT)") + mt_act1.connect(mt_area, "Mafia Town Entrance WTMT") + mt_act2.connect(mt_area, "Mafia Town Entrance BB") + mt_act3.connect(mt_area, "Mafia Town Entrance SCFOS") + mt_act4.connect(mt_area, "Mafia Town Entrance DWTM") + mt_act5.connect(mt_area, "Mafia Town Entrance CTR") + mt_act6.connect(mt_area_humt, "Mafia Town Entrance HUMT") + mt_act7.connect(mt_area, "Mafia Town Entrance TGV") + + create_rift_connections(world, create_region(world, "Time Rift - Mafia of Cooks")) + create_rift_connections(world, create_region(world, "Time Rift - Sewers")) + create_rift_connections(world, create_region(world, "Time Rift - Bazaar")) + + sf_area: Region = create_region(world, "Subcon Forest Area") + sf_act1.connect(sf_area, "Subcon Forest Entrance CO") + sf_act2.connect(sf_area, "Subcon Forest Entrance SW") + sf_act3.connect(sf_area, "Subcon Forest Entrance TOD") + sf_act4.connect(sf_area, "Subcon Forest Entrance QVM") + sf_act5.connect(sf_area, "Subcon Forest Entrance MDS") + + create_rift_connections(world, create_region(world, "Time Rift - Sleepy Subcon")) + create_rift_connections(world, create_region(world, "Time Rift - Pipe")) + create_rift_connections(world, create_region(world, "Time Rift - Village")) + + badge_seller = create_badge_seller(world) + mt_area.connect(badge_seller, "MT Area -> Badge Seller") + mt_area_humt.connect(badge_seller, "MT Area (HUMT) -> Badge Seller") + sf_area.connect(badge_seller, "SF Area -> Badge Seller") + dbs.connect(badge_seller, "DBS -> Badge Seller") + pp.connect(badge_seller, "PP -> Badge Seller") + tr.connect(badge_seller, "TR -> Badge Seller") + alpine_area_tihs.connect(badge_seller, "ASA -> Badge Seller") + + times_end = create_region_and_connect(world, "Time's End", "Telescope -> Time's End", spaceship) + create_region_and_connect(world, "The Finale", "Time's End - Act 1", times_end) + + # ------------------------------------------- DLC1 ------------------------------------------------- # + if world.is_dlc1(): + arctic_cruise = create_region_and_connect(world, "The Arctic Cruise", "Telescope -> Arctic Cruise", spaceship) + cruise_ship = create_region(world, "Cruise Ship") + + ac_act1 = create_region_and_connect(world, "Bon Voyage!", "The Arctic Cruise - Act 1", arctic_cruise) + ac_act2 = create_region_and_connect(world, "Ship Shape", "The Arctic Cruise - Act 2", arctic_cruise) + ac_act3 = create_region_and_connect(world, "Rock the Boat", "The Arctic Cruise - Finale", arctic_cruise) + + ac_act1.connect(cruise_ship, "Cruise Ship Entrance BV") + ac_act2.connect(cruise_ship, "Cruise Ship Entrance SS") + ac_act3.connect(cruise_ship, "Cruise Ship Entrance RTB") + create_rift_connections(world, create_region(world, "Time Rift - Balcony")) + create_rift_connections(world, create_region(world, "Time Rift - Deep Sea")) + + if not world.options.ExcludeTour: + create_rift_connections(world, create_region(world, "Time Rift - Tour")) + + if world.options.Tasksanity: + create_tasksanity_locations(world) + + cruise_ship.connect(badge_seller, "CS -> Badge Seller") + + if world.is_dlc2(): + nyakuza = create_region_and_connect(world, "Nyakuza Metro", "Telescope -> Nyakuza Metro", spaceship) + metro_freeroam = create_region_and_connect(world, "Nyakuza Free Roam", "Nyakuza Metro - Free Roam", nyakuza) + create_region_and_connect(world, "Rush Hour", "Nyakuza Metro - Finale", nyakuza) + + yellow = create_region_and_connect(world, "Yellow Overpass Station", "-> Yellow Overpass Station", metro_freeroam) + green = create_region_and_connect(world, "Green Clean Station", "-> Green Clean Station", metro_freeroam) + pink = create_region_and_connect(world, "Pink Paw Station", "-> Pink Paw Station", metro_freeroam) + create_region_and_connect(world, "Bluefin Tunnel", "-> Bluefin Tunnel", metro_freeroam) # No manhole + + create_region_and_connect(world, "Yellow Overpass Manhole", "-> Yellow Overpass Manhole", yellow) + create_region_and_connect(world, "Green Clean Manhole", "-> Green Clean Manhole", green) + create_region_and_connect(world, "Pink Paw Manhole", "-> Pink Paw Manhole", pink) + + create_rift_connections(world, create_region(world, "Time Rift - Rumbi Factory")) + create_thug_shops(world) + + +def create_rift_connections(world: "HatInTimeWorld", region: Region): + for i, name in enumerate(rift_access_regions[region.name]): + act_region = world.multiworld.get_region(name, world.player) + entrance_name = f"{region.name} Portal - Entrance {i+1}" + act_region.connect(region, entrance_name) + + +def create_tasksanity_locations(world: "HatInTimeWorld"): + ship_shape: Region = world.multiworld.get_region("Ship Shape", world.player) + id_start: int = TASKSANITY_START_ID + for i in range(world.options.TasksanityCheckCount): + location = HatInTimeLocation(world.player, f"Tasksanity Check {i+1}", id_start+i, ship_shape) + ship_shape.locations.append(location) + + +def randomize_act_entrances(world: "HatInTimeWorld"): + region_list: List[Region] = get_shuffleable_act_regions(world) + world.random.shuffle(region_list) + region_list.sort(key=sort_acts) + candidate_list: List[Region] = region_list.copy() + rift_dict: Dict[str, Region] = {} + + # Check if Plando's are valid, if so, map them + if world.options.ActPlando: + player_name = world.multiworld.get_player_name(world.player) + for (name1, name2) in world.options.ActPlando.items(): + region: Region + act: Region + try: + region = world.multiworld.get_region(name1, world.player) + except KeyError: + print(f"ActPlando ({player_name}) - " + f"Act \"{name1}\" does not exist in the multiworld. " + f"Possible reasons are typos, case-sensitivity, or DLC options.") + continue + + try: + act = world.multiworld.get_region(name2, world.player) + except KeyError: + print(f"ActPlando ({player_name}) - " + f"Act \"{name2}\" does not exist in the multiworld. " + f"Possible reasons are typos, case-sensitivity, or DLC options.") + continue + + if is_valid_plando(world, region.name, act.name): + region_list.remove(region) + candidate_list.remove(act) + connect_acts(world, region, act, rift_dict) + else: + print(f"ActPlando " + f"({player_name}) - " + f"\"{name1}: {name2}\" " + f"is an invalid or disallowed act plando combination!") + + # Decide what should be on the first few levels before randomizing the rest + first_acts: List[Region] = [] + first_chapter_name = chapter_regions[ChapterIndex(world.options.StartingChapter)] + first_acts.append(get_act_by_number(world, first_chapter_name, 1)) + # Chapter 3 and 4 only have one level accessible at the start + if first_chapter_name == "Mafia Town" or first_chapter_name == "Battle of the Birds": + first_acts.append(get_act_by_number(world, first_chapter_name, 2)) + first_acts.append(get_act_by_number(world, first_chapter_name, 3)) + + valid_first_acts: List[Region] = [] + for candidate in candidate_list: + if is_valid_first_act(world, candidate): + valid_first_acts.append(candidate) + + total_locations = 0 + for level in first_acts: + if level not in region_list: # make sure it hasn't been plando'd + continue + + candidate = valid_first_acts[world.random.randint(0, len(valid_first_acts)-1)] + region_list.remove(level) + candidate_list.remove(candidate) + valid_first_acts.remove(candidate) + connect_acts(world, level, candidate, rift_dict) + + # Only allow one purple rift + if candidate.name in purple_time_rifts: + for act in reversed(valid_first_acts): + if act.name in purple_time_rifts: + valid_first_acts.remove(act) + + total_locations += get_region_location_count(world, candidate.name) + if "Time Rift" not in candidate.name: + chapter = act_chapters.get(candidate.name) + if chapter == "Mafia Town": + total_locations += get_region_location_count(world, "Mafia Town Area (HUMT)") + if candidate.name != "Heating Up Mafia Town": + total_locations += get_region_location_count(world, "Mafia Town Area") + elif chapter == "Subcon Forest": + total_locations += get_region_location_count(world, "Subcon Forest Area") + elif chapter == "The Arctic Cruise": + total_locations += get_region_location_count(world, "Cruise Ship") + + # If we have enough Sphere 1 locations, we can allow the rest to be randomized + if total_locations >= MIN_FIRST_SPHERE_LOCATIONS: + break + + ignore_certain_rules: bool = False + while len(region_list) > 0: + region = region_list[0] + candidate: Region + valid_candidates: List[Region] = [] + + # Look for candidates to map this act to + for c in candidate_list: + if is_valid_act_combo(world, region, c, ignore_certain_rules): + valid_candidates.append(c) + + if len(valid_candidates) > 0: + candidate = valid_candidates[world.random.randint(0, len(valid_candidates)-1)] + else: + # If we fail here, try again with less shuffle rules. If we still somehow fail, there's an issue for sure + if ignore_certain_rules: + raise Exception(f"Failed to find act shuffle candidate for {region}" + f"\nRemaining acts to map to: {region_list}" + f"\nRemaining candidates: {candidate_list}") + + ignore_certain_rules = True + continue + + ignore_certain_rules = False + region_list.remove(region) + candidate_list.remove(candidate) + connect_acts(world, region, candidate, rift_dict) + + for name in blacklisted_acts.values(): + region: Region = world.multiworld.get_region(name, world.player) + update_chapter_act_info(world, region, region) + + set_rift_rules(world, rift_dict) + + +# Try to do levels that may have specific mapping rules first +def sort_acts(act: Region) -> int: + if "Time Rift" in act.name: + return -5 + + if act.name in chapter_finales: + return -4 + + # Free Roam + if (act_chapters[act.name] == "Alpine Skyline" or act_chapters[act.name] == "Nyakuza Metro") \ + and "Time Rift" not in act.name: + return -3 + + if act.name == "Contractual Obligations" or act.name == "The Subcon Well": + return -2 + + world = act.multiworld.worlds[act.player] + blacklist = world.options.ActBlacklist + if len(blacklist) > 0: + for name, act_list in blacklist.items(): + if act.name == name or act.name in act_list: + return -1 + + return 0 + + +def connect_acts(world: "HatInTimeWorld", entrance_act: Region, exit_act: Region, rift_dict: Dict[str, Region]): + # Vanilla + if exit_act.name == entrance_act.name: + if entrance_act.name in rift_access_regions.keys(): + rift_dict.setdefault(entrance_act.name, exit_act) + + update_chapter_act_info(world, entrance_act, exit_act) + return + + if entrance_act.name in rift_access_regions.keys(): + connect_time_rift(world, entrance_act, exit_act) + rift_dict.setdefault(entrance_act.name, exit_act) + else: + if exit_act.name in rift_access_regions.keys(): + for e in exit_act.entrances.copy(): + e.parent_region.exits.remove(e) + e.connected_region.entrances.remove(e) + + entrance = world.multiworld.get_entrance(act_entrances[entrance_act.name], world.player) + chapter = world.multiworld.get_region(act_chapters[entrance_act.name], world.player) + reconnect_regions(entrance, chapter, exit_act) + + update_chapter_act_info(world, entrance_act, exit_act) + + +def is_valid_act_combo(world: "HatInTimeWorld", entrance_act: Region, + exit_act: Region, ignore_certain_rules: bool = False) -> bool: + + # Ignore certain rules that aren't to prevent impossible combos. This is needed for ActPlando. + if not ignore_certain_rules: + if world.options.ActRandomizer == ActRandomizer.option_light and not ignore_certain_rules: + # Don't map Time Rifts to normal acts + if "Time Rift" in entrance_act.name and "Time Rift" not in exit_act.name: + return False + + # Don't map normal acts to Time Rifts + if "Time Rift" not in entrance_act.name and "Time Rift" in exit_act.name: + return False + + # Separate purple rifts + if entrance_act.name in purple_time_rifts and exit_act.name not in purple_time_rifts \ + or entrance_act.name not in purple_time_rifts and exit_act.name in purple_time_rifts: + return False + + if world.options.FinaleShuffle and entrance_act.name in chapter_finales: + if exit_act.name not in chapter_finales: + return False + + if entrance_act.name in rift_access_regions and exit_act.name in rift_access_regions[entrance_act.name]: + return False + + # Blacklisted? + if entrance_act.name in blacklisted_combos.keys() and exit_act.name in blacklisted_combos[entrance_act.name]: + return False + + if world.options.ActBlacklist: + act_blacklist = world.options.ActBlacklist.get(entrance_act.name) + if act_blacklist is not None and exit_act.name in act_blacklist: + return False + + # Prevent Contractual Obligations from being inaccessible if contracts are not shuffled + if not world.options.ShuffleActContracts: + if (entrance_act.name == "Your Contract has Expired" or entrance_act.name == "The Subcon Well") \ + and exit_act.name == "Contractual Obligations": + return False + + return True + + +def is_valid_first_act(world: "HatInTimeWorld", act: Region) -> bool: + if act.name not in guaranteed_first_acts: + return False + + # If there's only a single level in the starting chapter, only allow Mafia Town or Subcon Forest levels + start_chapter = world.options.StartingChapter + if start_chapter is ChapterIndex.ALPINE or start_chapter is ChapterIndex.SUBCON: + if "Time Rift" in act.name: + return False + + if act_chapters[act.name] != "Mafia Town" and act_chapters[act.name] != "Subcon Forest": + return False + + if act.name in purple_time_rifts and not world.options.ShuffleStorybookPages: + return False + + diff = get_difficulty(world) + # Not completable without Umbrella? + if world.options.UmbrellaLogic: + # Needs to be at least moderate to cross the big dweller wall + if act.name == "Queen Vanessa's Manor" and diff < Difficulty.MODERATE: + return False + elif act.name == "Your Contract has Expired" and diff < Difficulty.EXPERT: # Snatcher Hover + return False + elif act.name == "Heating Up Mafia Town": # Straight up impossible + return False + + if act.name == "Dead Bird Studio": + # No umbrella logic = moderate, umbrella logic = expert. + if diff < Difficulty.MODERATE or world.options.UmbrellaLogic and diff < Difficulty.EXPERT: + return False + elif act.name == "Dead Bird Studio Basement" and (diff < Difficulty.EXPERT or world.options.FinaleShuffle): + return False + elif act.name == "Rock the Boat" and (diff < Difficulty.MODERATE or world.options.FinaleShuffle): + return False + elif act.name == "The Subcon Well" and diff < Difficulty.MODERATE: + return False + elif act.name == "Contractual Obligations" and world.options.ShuffleSubconPaintings: + return False + + if world.options.ShuffleSubconPaintings and act_chapters.get(act.name, "") == "Subcon Forest": + # This requires a cherry hover to enter Subcon + if act.name == "Your Contract has Expired": + if diff < Difficulty.EXPERT or world.options.NoPaintingSkips: + return False + else: + # Only allow Subcon levels if paintings can be skipped + if diff < Difficulty.MODERATE or world.options.NoPaintingSkips: + return False + + return True + + +def connect_time_rift(world: "HatInTimeWorld", time_rift: Region, exit_region: Region): + i = 1 + while i <= len(rift_access_regions[time_rift.name]): + name = f"{time_rift.name} Portal - Entrance {i}" + entrance: Entrance + try: + entrance = world.multiworld.get_entrance(name, world.player) + reconnect_regions(entrance, entrance.parent_region, exit_region) + except KeyError: + time_rift.connect(exit_region, name) + + i += 1 + + +def get_shuffleable_act_regions(world: "HatInTimeWorld") -> List[Region]: + act_list: List[Region] = [] + for region in world.multiworld.get_regions(world.player): + if region.name in chapter_act_info.keys(): + if not is_act_blacklisted(world, region.name): + act_list.append(region) + + return act_list + + +def is_act_blacklisted(world: "HatInTimeWorld", name: str) -> bool: + act_plando = world.options.ActPlando + plando: bool = name in act_plando.keys() and is_valid_plando(world, name, act_plando[name]) + if not plando and name in act_plando.values(): + for key in act_plando.keys(): + if act_plando[key] == name and is_valid_plando(world, key, name): + plando = True + break + + if name == "The Finale": + return not plando and world.options.EndGoal == EndGoal.option_finale + + if name == "Rush Hour": + return not plando and world.options.EndGoal == EndGoal.option_rush_hour + + if name == "Time Rift - Tour": + return bool(world.options.ExcludeTour) + + return name in blacklisted_acts.values() + + +def is_valid_plando(world: "HatInTimeWorld", region: str, act: str) -> bool: + # Duplicated keys will throw an exception for us, but we still need to check for duplicated values + found_count = 0 + for val in world.options.ActPlando.values(): + if val == act: + found_count += 1 + + if found_count > 1: + raise Exception(f"ActPlando ({world.multiworld.get_player_name(world.player)}) - " + f"Duplicated act plando mapping found for act: \"{act}\"") + + if region in blacklisted_acts.values() or (region not in act_entrances.keys() and "Time Rift" not in region): + return False + + if act in blacklisted_acts.values() or (act not in act_entrances.keys() and "Time Rift" not in act): + return False + + # Don't allow plando-ing things onto the first act that aren't permitted + entrance_name = act_entrances.get(region, "") + if entrance_name != "": + is_first_act: bool = act_chapters.get(region) == get_first_chapter_region(world).name \ + and ("Act 1" in entrance_name or "Free Roam" in entrance_name) + + if is_first_act and not is_valid_first_act(world, world.multiworld.get_region(act, world.player)): + return False + + # Don't allow straight up impossible mappings + if (region == "Time Rift - Curly Tail Trail" + or region == "Time Rift - The Twilight Bell" + or region == "The Illness has Spread") \ + and act == "Alpine Free Roam": + return False + + if (region == "Rush Hour" or region == "Time Rift - Rumbi Factory") and act == "Nyakuza Free Roam": + return False + + if region == "Time Rift - The Owl Express" and act == "Murder on the Owl Express": + return False + + if region == "Time Rift - Deep Sea" and act == "Bon Voyage!": + return False + + return any(a.name == world.options.ActPlando.get(region) for a in world.multiworld.get_regions(world.player)) + + +def create_region(world: "HatInTimeWorld", name: str) -> Region: + reg = Region(name, world.player, world.multiworld) + + for (key, data) in location_table.items(): + if world.is_dw_only(): + break + + if data.nyakuza_thug != "": + continue + + if data.region == name: + if key in storybook_pages.keys() and not world.options.ShuffleStorybookPages: + continue + + location = HatInTimeLocation(world.player, key, data.id, reg) + reg.locations.append(location) + if location.name in shop_locations: + world.shop_locs.append(location.name) + + world.multiworld.regions.append(reg) + return reg + + +def create_badge_seller(world: "HatInTimeWorld") -> Region: + badge_seller = Region("Badge Seller", world.player, world.multiworld) + world.multiworld.regions.append(badge_seller) + count = 0 + max_items = 0 + + if world.options.BadgeSellerMaxItems > 0: + max_items = world.random.randint(world.options.BadgeSellerMinItems.value, + world.options.BadgeSellerMaxItems.value) + + if max_items <= 0: + world.badge_seller_count = 0 + return badge_seller + + for (key, data) in shop_locations.items(): + if "Badge Seller" not in key: + continue + + location = HatInTimeLocation(world.player, key, data.id, badge_seller) + badge_seller.locations.append(location) + world.shop_locs.append(location.name) + + count += 1 + if count >= max_items: + break + + world.badge_seller_count = max_items + return badge_seller + + +# Takes an entrance, removes its old connections, and reconnects it between the two regions specified. +def reconnect_regions(entrance: Entrance, start_region: Region, exit_region: Region): + if entrance in entrance.connected_region.entrances: + entrance.connected_region.entrances.remove(entrance) + + if entrance in entrance.parent_region.exits: + entrance.parent_region.exits.remove(entrance) + + if entrance in start_region.exits: + start_region.exits.remove(entrance) + + if entrance in exit_region.entrances: + exit_region.entrances.remove(entrance) + + entrance.parent_region = start_region + start_region.exits.append(entrance) + entrance.connect(exit_region) + + +def create_region_and_connect(world: "HatInTimeWorld", + name: str, entrancename: str, connected_region: Region, is_exit: bool = True) -> Region: + + reg: Region = create_region(world, name) + entrance_region: Region + exit_region: Region + + if is_exit: + entrance_region = connected_region + exit_region = reg + else: + entrance_region = reg + exit_region = connected_region + + entrance_region.connect(exit_region, entrancename) + return reg + + +def get_first_chapter_region(world: "HatInTimeWorld") -> Region: + start_chapter: ChapterIndex = ChapterIndex(world.options.StartingChapter) + return world.multiworld.get_region(chapter_regions.get(start_chapter), world.player) + + +def get_act_original_chapter(world: "HatInTimeWorld", act_name: str) -> Region: + return world.multiworld.get_region(act_chapters[act_name], world.player) + + +# Sets an act entrance in slot data by specifying the Hat_ChapterActInfo, to be used in-game +def update_chapter_act_info(world: "HatInTimeWorld", original_region: Region, new_region: Region): + original_act_info = chapter_act_info[original_region.name] + new_act_info = chapter_act_info[new_region.name] + world.act_connections[original_act_info] = new_act_info + + +def get_shuffled_region(world: "HatInTimeWorld", region: str) -> str: + ci: str = chapter_act_info[region] + for key, val in world.act_connections.items(): + if val == ci: + for name in chapter_act_info.keys(): + if chapter_act_info[name] == key: + return name + + +def get_region_location_count(world: "HatInTimeWorld", region_name: str, included_only: bool = True) -> int: + count = 0 + region = world.multiworld.get_region(region_name, world.player) + for loc in region.locations: + if loc.address is not None and (not included_only or loc.progress_type is not LocationProgressType.EXCLUDED): + count += 1 + + return count + + +def get_act_by_number(world: "HatInTimeWorld", chapter_name: str, num: int) -> Region: + chapter = world.multiworld.get_region(chapter_name, world.player) + act: Optional[Region] = None + for e in chapter.exits: + if f"Act {num}" in e.name or num == 1 and "Free Roam" in e.name: + act = e.connected_region + break + + return act + + +def create_thug_shops(world: "HatInTimeWorld"): + min_items: int = world.options.NyakuzaThugMinShopItems.value + max_items: int = world.options.NyakuzaThugMaxShopItems.value + count = -1 + step = 0 + old_name = "" + + for key, data in shop_locations.items(): + if data.nyakuza_thug == "": + continue + + if old_name != "" and old_name == data.nyakuza_thug: + continue + + try: + if world.nyakuza_thug_items[data.nyakuza_thug] <= 0: + continue + except KeyError: + pass + + if count == -1: + count = world.random.randint(min_items, max_items) + world.nyakuza_thug_items.setdefault(data.nyakuza_thug, count) + if count <= 0: + continue + + if count >= 1: + region = world.multiworld.get_region(data.region, world.player) + loc = HatInTimeLocation(world.player, key, data.id, region) + region.locations.append(loc) + world.shop_locs.append(loc.name) + + step += 1 + if step >= count: + old_name = data.nyakuza_thug + step = 0 + count = -1 + + +def create_events(world: "HatInTimeWorld") -> int: + count = 0 + + for (name, data) in event_locs.items(): + if not is_location_valid(world, name): + continue + + item_name: str = name + if world.is_dw(): + if name in snatcher_coins.keys(): + item_name = data.snatcher_coin + elif name in zero_jumps: + if get_difficulty(world) < Difficulty.HARD and name in zero_jumps_hard: + continue + + if get_difficulty(world) < Difficulty.EXPERT and name in zero_jumps_expert: + continue + + event: Location = create_event(name, item_name, world.multiworld.get_region(data.region, world.player), world) + event.show_in_spoiler = False + count += 1 + + return count + + +def create_event(name: str, item_name: str, region: Region, world: "HatInTimeWorld") -> Location: + event = HatInTimeLocation(world.player, name, None, region) + region.locations.append(event) + event.place_locked_item(HatInTimeItem(item_name, ItemClassification.progression, None, world.player)) + return event diff --git a/worlds/ahit/Rules.py b/worlds/ahit/Rules.py new file mode 100644 index 000000000000..71f74b17d7ed --- /dev/null +++ b/worlds/ahit/Rules.py @@ -0,0 +1,959 @@ +from worlds.AutoWorld import CollectionState +from worlds.generic.Rules import add_rule, set_rule +from .Locations import location_table, zipline_unlocks, is_location_valid, contract_locations, \ + shop_locations, event_locs +from .Types import HatType, ChapterIndex, hat_type_to_item, Difficulty, HitType +from BaseClasses import Location, Entrance, Region +from typing import TYPE_CHECKING, List, Callable, Union, Dict +from .Options import EndGoal, CTRLogic, NoTicketSkips + +if TYPE_CHECKING: + from . import HatInTimeWorld + + +act_connections = { + "Mafia Town - Act 2": ["Mafia Town - Act 1"], + "Mafia Town - Act 3": ["Mafia Town - Act 1"], + "Mafia Town - Act 4": ["Mafia Town - Act 2", "Mafia Town - Act 3"], + "Mafia Town - Act 6": ["Mafia Town - Act 4"], + "Mafia Town - Act 7": ["Mafia Town - Act 4"], + "Mafia Town - Act 5": ["Mafia Town - Act 6", "Mafia Town - Act 7"], + + "Battle of the Birds - Act 2": ["Battle of the Birds - Act 1"], + "Battle of the Birds - Act 3": ["Battle of the Birds - Act 1"], + "Battle of the Birds - Act 4": ["Battle of the Birds - Act 2", "Battle of the Birds - Act 3"], + "Battle of the Birds - Act 5": ["Battle of the Birds - Act 2", "Battle of the Birds - Act 3"], + "Battle of the Birds - Finale A": ["Battle of the Birds - Act 4", "Battle of the Birds - Act 5"], + "Battle of the Birds - Finale B": ["Battle of the Birds - Finale A"], + + "Subcon Forest - Finale": ["Subcon Forest - Act 1", "Subcon Forest - Act 2", + "Subcon Forest - Act 3", "Subcon Forest - Act 4", + "Subcon Forest - Act 5"], + + "The Arctic Cruise - Act 2": ["The Arctic Cruise - Act 1"], + "The Arctic Cruise - Finale": ["The Arctic Cruise - Act 2"], +} + + +def can_use_hat(state: CollectionState, world: "HatInTimeWorld", hat: HatType) -> bool: + if world.options.HatItems: + return state.has(hat_type_to_item[hat], world.player) + + if world.hat_yarn_costs[hat] <= 0: # this means the hat was put into starting inventory + return True + + return state.has("Yarn", world.player, get_hat_cost(world, hat)) + + +def get_hat_cost(world: "HatInTimeWorld", hat: HatType) -> int: + cost = 0 + for h in world.hat_craft_order: + cost += world.hat_yarn_costs[h] + if h == hat: + break + + return cost + + +def painting_logic(world: "HatInTimeWorld") -> bool: + return bool(world.options.ShuffleSubconPaintings) + + +# -1 = Normal, 0 = Moderate, 1 = Hard, 2 = Expert +def get_difficulty(world: "HatInTimeWorld") -> Difficulty: + return Difficulty(world.options.LogicDifficulty) + + +def has_paintings(state: CollectionState, world: "HatInTimeWorld", count: int, allow_skip: bool = True) -> bool: + if not painting_logic(world): + return True + + if not world.options.NoPaintingSkips and allow_skip: + # In Moderate there is a very easy trick to skip all the walls, except for the one guarding the boss arena + if get_difficulty(world) >= Difficulty.MODERATE: + return True + + return state.has("Progressive Painting Unlock", world.player, count) + + +def zipline_logic(world: "HatInTimeWorld") -> bool: + return bool(world.options.ShuffleAlpineZiplines) + + +def can_use_hookshot(state: CollectionState, world: "HatInTimeWorld"): + return state.has("Hookshot Badge", world.player) + + +def can_hit(state: CollectionState, world: "HatInTimeWorld", umbrella_only: bool = False): + if not world.options.UmbrellaLogic: + return True + + return state.has("Umbrella", world.player) or not umbrella_only and can_use_hat(state, world, HatType.BREWING) + + +def has_relic_combo(state: CollectionState, world: "HatInTimeWorld", relic: str) -> bool: + return state.has_group(relic, world.player, len(world.item_name_groups[relic])) + + +def get_relic_count(state: CollectionState, world: "HatInTimeWorld", relic: str) -> int: + return state.count_group(relic, world.player) + + +# This is used to determine if the player can clear an act that's required to unlock a Time Rift +def can_clear_required_act(state: CollectionState, world: "HatInTimeWorld", act_entrance: str) -> bool: + entrance: Entrance = world.multiworld.get_entrance(act_entrance, world.player) + if not state.can_reach(entrance.connected_region, "Region", world.player): + return False + + if "Free Roam" in entrance.connected_region.name: + return True + + name: str = f"Act Completion ({entrance.connected_region.name})" + return world.multiworld.get_location(name, world.player).access_rule(state) + + +def can_clear_alpine(state: CollectionState, world: "HatInTimeWorld") -> bool: + return state.has("Birdhouse Cleared", world.player) and state.has("Lava Cake Cleared", world.player) \ + and state.has("Windmill Cleared", world.player) and state.has("Twilight Bell Cleared", world.player) + + +def can_clear_metro(state: CollectionState, world: "HatInTimeWorld") -> bool: + return state.has("Nyakuza Intro Cleared", world.player) \ + and state.has("Yellow Overpass Station Cleared", world.player) \ + and state.has("Yellow Overpass Manhole Cleared", world.player) \ + and state.has("Green Clean Station Cleared", world.player) \ + and state.has("Green Clean Manhole Cleared", world.player) \ + and state.has("Bluefin Tunnel Cleared", world.player) \ + and state.has("Pink Paw Station Cleared", world.player) \ + and state.has("Pink Paw Manhole Cleared", world.player) + + +def set_rules(world: "HatInTimeWorld"): + # First, chapter access + starting_chapter = ChapterIndex(world.options.StartingChapter) + world.chapter_timepiece_costs[starting_chapter] = 0 + + # Chapter costs increase progressively. Randomly decide the chapter order, except for Finale + chapter_list: List[ChapterIndex] = [ChapterIndex.MAFIA, ChapterIndex.BIRDS, + ChapterIndex.SUBCON, ChapterIndex.ALPINE] + + final_chapter = ChapterIndex.FINALE + if world.options.EndGoal == EndGoal.option_rush_hour: + final_chapter = ChapterIndex.METRO + chapter_list.append(ChapterIndex.FINALE) + elif world.options.EndGoal == EndGoal.option_seal_the_deal: + final_chapter = None + chapter_list.append(ChapterIndex.FINALE) + + if world.is_dlc1(): + chapter_list.append(ChapterIndex.CRUISE) + + if world.is_dlc2() and final_chapter is not ChapterIndex.METRO: + chapter_list.append(ChapterIndex.METRO) + + chapter_list.remove(starting_chapter) + world.random.shuffle(chapter_list) + + # Make sure Alpine is unlocked before any DLC chapters are, as the Alpine door needs to be open to access them + if starting_chapter is not ChapterIndex.ALPINE and (world.is_dlc1() or world.is_dlc2()): + index1 = 69 + index2 = 69 + pos: int + lowest_index: int + chapter_list.remove(ChapterIndex.ALPINE) + + if world.is_dlc1(): + index1 = chapter_list.index(ChapterIndex.CRUISE) + + if world.is_dlc2() and final_chapter is not ChapterIndex.METRO: + index2 = chapter_list.index(ChapterIndex.METRO) + + lowest_index = min(index1, index2) + if lowest_index == 0: + pos = 0 + else: + pos = world.random.randint(0, lowest_index) + + chapter_list.insert(pos, ChapterIndex.ALPINE) + + lowest_cost: int = world.options.LowestChapterCost.value + highest_cost: int = world.options.HighestChapterCost.value + cost_increment: int = world.options.ChapterCostIncrement.value + min_difference: int = world.options.ChapterCostMinDifference.value + last_cost = 0 + + for i, chapter in enumerate(chapter_list): + min_range: int = lowest_cost + (cost_increment * i) + if min_range >= highest_cost: + min_range = highest_cost-1 + + value: int = world.random.randint(min_range, min(highest_cost, max(lowest_cost, last_cost + cost_increment))) + cost = world.random.randint(value, min(value + cost_increment, highest_cost)) + if i >= 1: + if last_cost + min_difference > cost: + cost = last_cost + min_difference + + cost = min(cost, highest_cost) + world.chapter_timepiece_costs[chapter] = cost + last_cost = cost + + if final_chapter is not None: + final_chapter_cost: int + if world.options.FinalChapterMinCost == world.options.FinalChapterMaxCost: + final_chapter_cost = world.options.FinalChapterMaxCost.value + else: + final_chapter_cost = world.random.randint(world.options.FinalChapterMinCost.value, + world.options.FinalChapterMaxCost.value) + + world.chapter_timepiece_costs[final_chapter] = final_chapter_cost + + add_rule(world.multiworld.get_entrance("Telescope -> Mafia Town", world.player), + lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.MAFIA])) + + add_rule(world.multiworld.get_entrance("Telescope -> Battle of the Birds", world.player), + lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.BIRDS])) + + add_rule(world.multiworld.get_entrance("Telescope -> Subcon Forest", world.player), + lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.SUBCON])) + + add_rule(world.multiworld.get_entrance("Telescope -> Alpine Skyline", world.player), + lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE])) + + add_rule(world.multiworld.get_entrance("Telescope -> Time's End", world.player), + lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.FINALE]) + and can_use_hat(state, world, HatType.BREWING) and can_use_hat(state, world, HatType.DWELLER)) + + if world.is_dlc1(): + add_rule(world.multiworld.get_entrance("Telescope -> Arctic Cruise", world.player), + lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE]) + and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.CRUISE])) + + if world.is_dlc2(): + add_rule(world.multiworld.get_entrance("Telescope -> Nyakuza Metro", world.player), + lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE]) + and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.METRO]) + and can_use_hat(state, world, HatType.DWELLER) and can_use_hat(state, world, HatType.ICE)) + + if not world.options.ActRandomizer: + set_default_rift_rules(world) + + table = {**location_table, **event_locs} + for (key, data) in table.items(): + if not is_location_valid(world, key): + continue + + if key in contract_locations.keys(): + continue + + loc = world.multiworld.get_location(key, world.player) + + for hat in data.required_hats: + add_rule(loc, lambda state, h=hat: can_use_hat(state, world, h)) + + if data.hookshot: + add_rule(loc, lambda state: can_use_hookshot(state, world)) + + if data.paintings > 0 and world.options.ShuffleSubconPaintings: + add_rule(loc, lambda state, paintings=data.paintings: has_paintings(state, world, paintings)) + + if data.hit_type is not HitType.none and world.options.UmbrellaLogic: + if data.hit_type == HitType.umbrella: + add_rule(loc, lambda state: state.has("Umbrella", world.player)) + + elif data.hit_type == HitType.umbrella_or_brewing: + add_rule(loc, lambda state: state.has("Umbrella", world.player) + or can_use_hat(state, world, HatType.BREWING)) + + elif data.hit_type == HitType.dweller_bell: + add_rule(loc, lambda state: state.has("Umbrella", world.player) + or can_use_hat(state, world, HatType.BREWING) + or can_use_hat(state, world, HatType.DWELLER)) + + for misc in data.misc_required: + add_rule(loc, lambda state, item=misc: state.has(item, world.player)) + + set_specific_rules(world) + + # Putting all of this here, so it doesn't get overridden by anything + # Illness starts the player past the intro + alpine_entrance = world.multiworld.get_entrance("AFR -> Alpine Skyline Area", world.player) + add_rule(alpine_entrance, lambda state: can_use_hookshot(state, world)) + if world.options.UmbrellaLogic: + add_rule(alpine_entrance, lambda state: state.has("Umbrella", world.player)) + + if zipline_logic(world): + add_rule(world.multiworld.get_entrance("-> The Birdhouse", world.player), + lambda state: state.has("Zipline Unlock - The Birdhouse Path", world.player)) + + add_rule(world.multiworld.get_entrance("-> The Lava Cake", world.player), + lambda state: state.has("Zipline Unlock - The Lava Cake Path", world.player)) + + add_rule(world.multiworld.get_entrance("-> The Windmill", world.player), + lambda state: state.has("Zipline Unlock - The Windmill Path", world.player)) + + add_rule(world.multiworld.get_entrance("-> The Twilight Bell", world.player), + lambda state: state.has("Zipline Unlock - The Twilight Bell Path", world.player)) + + add_rule(world.multiworld.get_location("Act Completion (The Illness has Spread)", world.player), + lambda state: state.has("Zipline Unlock - The Birdhouse Path", world.player) + and state.has("Zipline Unlock - The Lava Cake Path", world.player) + and state.has("Zipline Unlock - The Windmill Path", world.player)) + + if zipline_logic(world): + for (loc, zipline) in zipline_unlocks.items(): + add_rule(world.multiworld.get_location(loc, world.player), + lambda state, z=zipline: state.has(z, world.player)) + + dummy_entrances: List[Entrance] = [] + + for (key, acts) in act_connections.items(): + if "Arctic Cruise" in key and not world.is_dlc1(): + continue + + entrance: Entrance = world.multiworld.get_entrance(key, world.player) + region: Region = entrance.connected_region + access_rules: List[Callable[[CollectionState], bool]] = [] + dummy_entrances.append(entrance) + + # Entrances to this act that we have to set access_rules on + entrances: List[Entrance] = [] + + for i, act in enumerate(acts, start=1): + act_entrance: Entrance = world.multiworld.get_entrance(act, world.player) + access_rules.append(act_entrance.access_rule) + required_region = act_entrance.connected_region + name: str = f"{key}: Connection {i}" + new_entrance: Entrance = required_region.connect(region, name) + entrances.append(new_entrance) + + # Copy access rules from act completions + if "Free Roam" not in required_region.name: + rule: Callable[[CollectionState], bool] + name = f"Act Completion ({required_region.name})" + rule = world.multiworld.get_location(name, world.player).access_rule + access_rules.append(rule) + + for e in entrances: + for rules in access_rules: + add_rule(e, rules) + + for e in dummy_entrances: + set_rule(e, lambda state: False) + + set_event_rules(world) + + if world.options.EndGoal == EndGoal.option_finale: + world.multiworld.completion_condition[world.player] = lambda state: state.has("Time Piece Cluster", world.player) + elif world.options.EndGoal == EndGoal.option_rush_hour: + world.multiworld.completion_condition[world.player] = lambda state: state.has("Rush Hour Cleared", world.player) + + +def set_specific_rules(world: "HatInTimeWorld"): + add_rule(world.multiworld.get_location("Mafia Boss Shop Item", world.player), + lambda state: state.has("Time Piece", world.player, 12) + and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.BIRDS])) + + set_mafia_town_rules(world) + set_botb_rules(world) + set_subcon_rules(world) + set_alps_rules(world) + + if world.is_dlc1(): + set_dlc1_rules(world) + + if world.is_dlc2(): + set_dlc2_rules(world) + + difficulty: Difficulty = get_difficulty(world) + + if difficulty >= Difficulty.MODERATE: + set_moderate_rules(world) + + if difficulty >= Difficulty.HARD: + set_hard_rules(world) + + if difficulty >= Difficulty.EXPERT: + set_expert_rules(world) + + +def set_moderate_rules(world: "HatInTimeWorld"): + # Moderate: Gallery without Brewing Hat + set_rule(world.multiworld.get_location("Act Completion (Time Rift - Gallery)", world.player), lambda state: True) + + # Moderate: Above Boats via Ice Hat Sliding + add_rule(world.multiworld.get_location("Mafia Town - Above Boats", world.player), + lambda state: can_use_hat(state, world, HatType.ICE), "or") + + # Moderate: Clock Tower Chest + Ruined Tower with nothing + add_rule(world.multiworld.get_location("Mafia Town - Clock Tower Chest", world.player), lambda state: True) + add_rule(world.multiworld.get_location("Mafia Town - Top of Ruined Tower", world.player), lambda state: True) + + # Moderate: enter and clear The Subcon Well without Hookshot and without hitting the bell + for loc in world.multiworld.get_region("The Subcon Well", world.player).locations: + set_rule(loc, lambda state: has_paintings(state, world, 1)) + + # Moderate: Vanessa Manor with nothing + for loc in world.multiworld.get_region("Queen Vanessa's Manor", world.player).locations: + set_rule(loc, lambda state: has_paintings(state, world, 1)) + + set_rule(world.multiworld.get_location("Subcon Forest - Manor Rooftop", world.player), + lambda state: has_paintings(state, world, 1)) + + # Moderate: Village Time Rift with nothing IF umbrella logic is off + if not world.options.UmbrellaLogic: + set_rule(world.multiworld.get_location("Act Completion (Time Rift - Village)", world.player), lambda state: True) + + # Moderate: get to Birdhouse/Yellow Band Hills without Brewing Hat + set_rule(world.multiworld.get_entrance("-> The Birdhouse", world.player), + lambda state: can_use_hookshot(state, world)) + set_rule(world.multiworld.get_location("Alpine Skyline - Yellow Band Hills", world.player), + lambda state: can_use_hookshot(state, world)) + + # Moderate: The Birdhouse - Dweller Platforms Relic with only Birdhouse access + set_rule(world.multiworld.get_location("Alpine Skyline - The Birdhouse: Dweller Platforms Relic", world.player), + lambda state: True) + + # Moderate: Twilight Path without Dweller Mask + set_rule(world.multiworld.get_location("Alpine Skyline - The Twilight Path", world.player), lambda state: True) + + # Moderate: Mystifying Time Mesa time trial without hats + set_rule(world.multiworld.get_location("Alpine Skyline - Mystifying Time Mesa: Zipline", world.player), + lambda state: can_use_hookshot(state, world)) + + # Moderate: Goat Refinery from TIHS with Sprint only + add_rule(world.multiworld.get_location("Alpine Skyline - Goat Refinery", world.player), + lambda state: state.has("TIHS Access", world.player) + and can_use_hat(state, world, HatType.SPRINT), "or") + + # Moderate: Finale Telescope with only Ice Hat + add_rule(world.multiworld.get_entrance("Telescope -> Time's End", world.player), + lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.FINALE]) + and can_use_hat(state, world, HatType.ICE), "or") + + # Moderate: Finale without Hookshot + set_rule(world.multiworld.get_location("Act Completion (The Finale)", world.player), + lambda state: can_use_hat(state, world, HatType.DWELLER)) + + if world.is_dlc1(): + # Moderate: clear Rock the Boat without Ice Hat + add_rule(world.multiworld.get_location("Rock the Boat - Post Captain Rescue", world.player), lambda state: True) + add_rule(world.multiworld.get_location("Act Completion (Rock the Boat)", world.player), lambda state: True) + + # Moderate: clear Deep Sea without Ice Hat + set_rule(world.multiworld.get_location("Act Completion (Time Rift - Deep Sea)", world.player), + lambda state: can_use_hookshot(state, world) and can_use_hat(state, world, HatType.DWELLER)) + + # There is a glitched fall damage volume near the Yellow Overpass time piece that warps the player to Pink Paw. + # Yellow Overpass time piece can also be reached without Hookshot quite easily. + if world.is_dlc2(): + # No Hookshot + set_rule(world.multiworld.get_location("Act Completion (Yellow Overpass Station)", world.player), + lambda state: True) + + # No Dweller, Hookshot, or Time Stop for these + set_rule(world.multiworld.get_location("Pink Paw Station - Cat Vacuum", world.player), lambda state: True) + set_rule(world.multiworld.get_location("Pink Paw Station - Behind Fan", world.player), lambda state: True) + set_rule(world.multiworld.get_location("Pink Paw Station - Pink Ticket Booth", world.player), lambda state: True) + set_rule(world.multiworld.get_location("Act Completion (Pink Paw Station)", world.player), lambda state: True) + for key in shop_locations.keys(): + if "Pink Paw Station Thug" in key and is_location_valid(world, key): + set_rule(world.multiworld.get_location(key, world.player), lambda state: True) + + # Moderate: clear Rush Hour without Hookshot + set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player), + lambda state: state.has("Metro Ticket - Pink", world.player) + and state.has("Metro Ticket - Yellow", world.player) + and state.has("Metro Ticket - Blue", world.player) + and can_use_hat(state, world, HatType.ICE) + and can_use_hat(state, world, HatType.BREWING)) + + # Moderate: Bluefin Tunnel + Pink Paw Station without tickets + if not world.options.NoTicketSkips: + set_rule(world.multiworld.get_entrance("-> Pink Paw Station", world.player), lambda state: True) + set_rule(world.multiworld.get_entrance("-> Bluefin Tunnel", world.player), lambda state: True) + + +def set_hard_rules(world: "HatInTimeWorld"): + # Hard: clear Time Rift - The Twilight Bell with Sprint+Scooter only + add_rule(world.multiworld.get_location("Act Completion (Time Rift - The Twilight Bell)", world.player), + lambda state: can_use_hat(state, world, HatType.SPRINT) + and state.has("Scooter Badge", world.player), "or") + + # No Dweller Mask required + set_rule(world.multiworld.get_location("Subcon Forest - Dweller Floating Rocks", world.player), + lambda state: has_paintings(state, world, 3)) + set_rule(world.multiworld.get_location("Subcon Forest - Dweller Platforming Tree B", world.player), + lambda state: has_paintings(state, world, 3)) + + # Cherry bridge over boss arena gap (painting still expected) + set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player), + lambda state: has_paintings(state, world, 1, False) or state.has("YCHE Access", world.player)) + + set_rule(world.multiworld.get_location("Subcon Forest - Noose Treehouse", world.player), + lambda state: has_paintings(state, world, 2, True)) + set_rule(world.multiworld.get_location("Subcon Forest - Long Tree Climb Chest", world.player), + lambda state: has_paintings(state, world, 2, True)) + set_rule(world.multiworld.get_location("Subcon Forest - Tall Tree Hookshot Swing", world.player), + lambda state: has_paintings(state, world, 3, True)) + + # SDJ + add_rule(world.multiworld.get_location("Subcon Forest - Long Tree Climb Chest", world.player), + lambda state: can_use_hat(state, world, HatType.SPRINT) and has_paintings(state, world, 2), "or") + + add_rule(world.multiworld.get_location("Act Completion (Time Rift - Curly Tail Trail)", world.player), + lambda state: can_use_hat(state, world, HatType.SPRINT), "or") + + # Hard: Goat Refinery from TIHS with nothing + add_rule(world.multiworld.get_location("Alpine Skyline - Goat Refinery", world.player), + lambda state: state.has("TIHS Access", world.player), "or") + + if world.is_dlc1(): + # Hard: clear Deep Sea without Dweller Mask + set_rule(world.multiworld.get_location("Act Completion (Time Rift - Deep Sea)", world.player), + lambda state: can_use_hookshot(state, world)) + + if world.is_dlc2(): + # Hard: clear Green Clean Manhole without Dweller Mask + set_rule(world.multiworld.get_location("Act Completion (Green Clean Manhole)", world.player), + lambda state: can_use_hat(state, world, HatType.ICE)) + + # Hard: clear Rush Hour with Brewing Hat only + if world.options.NoTicketSkips is not NoTicketSkips.option_true: + set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player), + lambda state: can_use_hat(state, world, HatType.BREWING)) + else: + set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player), + lambda state: can_use_hat(state, world, HatType.BREWING) + and state.has("Metro Ticket - Yellow", world.player) + and state.has("Metro Ticket - Blue", world.player) + and state.has("Metro Ticket - Pink", world.player)) + + +def set_expert_rules(world: "HatInTimeWorld"): + # Finale Telescope with no hats + set_rule(world.multiworld.get_entrance("Telescope -> Time's End", world.player), + lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.FINALE])) + + # Expert: Mafia Town - Above Boats, Top of Lighthouse, and Hot Air Balloon with nothing + set_rule(world.multiworld.get_location("Mafia Town - Above Boats", world.player), lambda state: True) + set_rule(world.multiworld.get_location("Mafia Town - Top of Lighthouse", world.player), lambda state: True) + set_rule(world.multiworld.get_location("Mafia Town - Hot Air Balloon", world.player), lambda state: True) + + # Expert: Clear Dead Bird Studio with nothing + for loc in world.multiworld.get_region("Dead Bird Studio - Post Elevator Area", world.player).locations: + set_rule(loc, lambda state: True) + + set_rule(world.multiworld.get_location("Act Completion (Dead Bird Studio)", world.player), lambda state: True) + + # Expert: Clear Dead Bird Studio Basement without Hookshot + for loc in world.multiworld.get_region("Dead Bird Studio Basement", world.player).locations: + set_rule(loc, lambda state: True) + + # Expert: get to and clear Twilight Bell without Dweller Mask. + # Dweller Mask OR Sprint Hat OR Brewing Hat OR Time Stop + Umbrella required to complete act. + add_rule(world.multiworld.get_entrance("-> The Twilight Bell", world.player), + lambda state: can_use_hookshot(state, world), "or") + + add_rule(world.multiworld.get_location("Act Completion (The Twilight Bell)", world.player), + lambda state: can_use_hat(state, world, HatType.BREWING) + or can_use_hat(state, world, HatType.DWELLER) + or can_use_hat(state, world, HatType.SPRINT) + or (can_use_hat(state, world, HatType.TIME_STOP) and state.has("Umbrella", world.player))) + + # Expert: Time Rift - Curly Tail Trail with nothing + # Time Rift - Twilight Bell and Time Rift - Village with nothing + set_rule(world.multiworld.get_location("Act Completion (Time Rift - Curly Tail Trail)", world.player), + lambda state: True) + + set_rule(world.multiworld.get_location("Act Completion (Time Rift - Village)", world.player), lambda state: True) + set_rule(world.multiworld.get_location("Act Completion (Time Rift - The Twilight Bell)", world.player), + lambda state: True) + + # Expert: Cherry Hovering + subcon_area = world.multiworld.get_region("Subcon Forest Area", world.player) + yche = world.multiworld.get_region("Your Contract has Expired", world.player) + entrance = yche.connect(subcon_area, "Subcon Forest Entrance YCHE") + + if world.options.NoPaintingSkips: + add_rule(entrance, lambda state: has_paintings(state, world, 1)) + + set_rule(world.multiworld.get_location("Act Completion (Toilet of Doom)", world.player), + lambda state: can_use_hookshot(state, world) and can_hit(state, world) + and has_paintings(state, world, 1, True)) + + # Set painting rules only. Skipping paintings is determined in has_paintings + set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player), + lambda state: has_paintings(state, world, 1, True)) + set_rule(world.multiworld.get_location("Subcon Forest - Magnet Badge Bush", world.player), + lambda state: has_paintings(state, world, 3, True)) + + # You can cherry hover to Snatcher's post-fight cutscene, which completes the level without having to fight him + subcon_area.connect(yche, "Snatcher Hover") + set_rule(world.multiworld.get_location("Act Completion (Your Contract has Expired)", world.player), + lambda state: True) + + if world.is_dlc2(): + # Expert: clear Rush Hour with nothing + if not world.options.NoTicketSkips: + set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player), lambda state: True) + else: + set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player), + lambda state: state.has("Metro Ticket - Yellow", world.player) + and state.has("Metro Ticket - Blue", world.player) + and state.has("Metro Ticket - Pink", world.player)) + + # Expert: Yellow/Green Manhole with nothing using a Boop Clip + set_rule(world.multiworld.get_location("Act Completion (Yellow Overpass Manhole)", world.player), + lambda state: True) + set_rule(world.multiworld.get_location("Act Completion (Green Clean Manhole)", world.player), + lambda state: True) + + +def set_mafia_town_rules(world: "HatInTimeWorld"): + add_rule(world.multiworld.get_location("Mafia Town - Behind HQ Chest", world.player), + lambda state: state.can_reach("Act Completion (Heating Up Mafia Town)", "Location", world.player) + or state.can_reach("Down with the Mafia!", "Region", world.player) + or state.can_reach("Cheating the Race", "Region", world.player) + or state.can_reach("The Golden Vault", "Region", world.player)) + + # Old guys don't appear in SCFOS + add_rule(world.multiworld.get_location("Mafia Town - Old Man (Steel Beams)", world.player), + lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player) + or state.can_reach("Barrel Battle", "Region", world.player) + or state.can_reach("Cheating the Race", "Region", world.player) + or state.can_reach("The Golden Vault", "Region", world.player) + or state.can_reach("Down with the Mafia!", "Region", world.player)) + + add_rule(world.multiworld.get_location("Mafia Town - Old Man (Seaside Spaghetti)", world.player), + lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player) + or state.can_reach("Barrel Battle", "Region", world.player) + or state.can_reach("Cheating the Race", "Region", world.player) + or state.can_reach("The Golden Vault", "Region", world.player) + or state.can_reach("Down with the Mafia!", "Region", world.player)) + + # Only available outside She Came from Outer Space + add_rule(world.multiworld.get_location("Mafia Town - Mafia Geek Platform", world.player), + lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player) + or state.can_reach("Barrel Battle", "Region", world.player) + or state.can_reach("Down with the Mafia!", "Region", world.player) + or state.can_reach("Cheating the Race", "Region", world.player) + or state.can_reach("Heating Up Mafia Town", "Region", world.player) + or state.can_reach("The Golden Vault", "Region", world.player)) + + # Only available outside Down with the Mafia! (for some reason) + add_rule(world.multiworld.get_location("Mafia Town - On Scaffolding", world.player), + lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player) + or state.can_reach("Barrel Battle", "Region", world.player) + or state.can_reach("She Came from Outer Space", "Region", world.player) + or state.can_reach("Cheating the Race", "Region", world.player) + or state.can_reach("Heating Up Mafia Town", "Region", world.player) + or state.can_reach("The Golden Vault", "Region", world.player)) + + # For some reason, the brewing crate is removed in HUMT + add_rule(world.multiworld.get_location("Mafia Town - Secret Cave", world.player), + lambda state: state.has("HUMT Access", world.player), "or") + + # Can bounce across the lava to get this without Hookshot (need to die though) + add_rule(world.multiworld.get_location("Mafia Town - Above Boats", world.player), + lambda state: state.has("HUMT Access", world.player), "or") + + if world.options.CTRLogic == CTRLogic.option_nothing: + set_rule(world.multiworld.get_location("Act Completion (Cheating the Race)", world.player), lambda state: True) + elif world.options.CTRLogic == CTRLogic.option_sprint: + add_rule(world.multiworld.get_location("Act Completion (Cheating the Race)", world.player), + lambda state: can_use_hat(state, world, HatType.SPRINT), "or") + elif world.options.CTRLogic == CTRLogic.option_scooter: + add_rule(world.multiworld.get_location("Act Completion (Cheating the Race)", world.player), + lambda state: can_use_hat(state, world, HatType.SPRINT) + and state.has("Scooter Badge", world.player), "or") + + +def set_botb_rules(world: "HatInTimeWorld"): + if not world.options.UmbrellaLogic and get_difficulty(world) < Difficulty.MODERATE: + set_rule(world.multiworld.get_location("Dead Bird Studio - DJ Grooves Sign Chest", world.player), + lambda state: state.has("Umbrella", world.player) or can_use_hat(state, world, HatType.BREWING)) + set_rule(world.multiworld.get_location("Dead Bird Studio - Tepee Chest", world.player), + lambda state: state.has("Umbrella", world.player) or can_use_hat(state, world, HatType.BREWING)) + set_rule(world.multiworld.get_location("Dead Bird Studio - Conductor Chest", world.player), + lambda state: state.has("Umbrella", world.player) or can_use_hat(state, world, HatType.BREWING)) + set_rule(world.multiworld.get_location("Act Completion (Dead Bird Studio)", world.player), + lambda state: state.has("Umbrella", world.player) or can_use_hat(state, world, HatType.BREWING)) + + +def set_subcon_rules(world: "HatInTimeWorld"): + set_rule(world.multiworld.get_location("Act Completion (Time Rift - Village)", world.player), + lambda state: can_use_hat(state, world, HatType.BREWING) or state.has("Umbrella", world.player) + or can_use_hat(state, world, HatType.DWELLER)) + + # You can't skip over the boss arena wall without cherry hover, so these two need to be set this way + set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player), + lambda state: state.has("TOD Access", world.player) and can_use_hookshot(state, world) + and has_paintings(state, world, 1, False) or state.has("YCHE Access", world.player)) + + # The painting wall can't be skipped without cherry hover, which is Expert + set_rule(world.multiworld.get_location("Act Completion (Toilet of Doom)", world.player), + lambda state: can_use_hookshot(state, world) and can_hit(state, world) + and has_paintings(state, world, 1, False)) + + add_rule(world.multiworld.get_entrance("Subcon Forest - Act 2", world.player), + lambda state: state.has("Snatcher's Contract - The Subcon Well", world.player)) + + add_rule(world.multiworld.get_entrance("Subcon Forest - Act 3", world.player), + lambda state: state.has("Snatcher's Contract - Toilet of Doom", world.player)) + + add_rule(world.multiworld.get_entrance("Subcon Forest - Act 4", world.player), + lambda state: state.has("Snatcher's Contract - Queen Vanessa's Manor", world.player)) + + add_rule(world.multiworld.get_entrance("Subcon Forest - Act 5", world.player), + lambda state: state.has("Snatcher's Contract - Mail Delivery Service", world.player)) + + if painting_logic(world): + add_rule(world.multiworld.get_location("Act Completion (Contractual Obligations)", world.player), + lambda state: has_paintings(state, world, 1, False)) + + +def set_alps_rules(world: "HatInTimeWorld"): + add_rule(world.multiworld.get_entrance("-> The Birdhouse", world.player), + lambda state: can_use_hookshot(state, world) and can_use_hat(state, world, HatType.BREWING)) + + add_rule(world.multiworld.get_entrance("-> The Lava Cake", world.player), + lambda state: can_use_hookshot(state, world)) + + add_rule(world.multiworld.get_entrance("-> The Windmill", world.player), + lambda state: can_use_hookshot(state, world)) + + add_rule(world.multiworld.get_entrance("-> The Twilight Bell", world.player), + lambda state: can_use_hookshot(state, world) and can_use_hat(state, world, HatType.DWELLER)) + + add_rule(world.multiworld.get_location("Alpine Skyline - Mystifying Time Mesa: Zipline", world.player), + lambda state: can_use_hat(state, world, HatType.SPRINT) or can_use_hat(state, world, HatType.TIME_STOP)) + + add_rule(world.multiworld.get_entrance("Alpine Skyline - Finale", world.player), + lambda state: can_clear_alpine(state, world)) + + add_rule(world.multiworld.get_location("Alpine Skyline - Goat Refinery", world.player), + lambda state: state.has("AFR Access", world.player) + and can_use_hookshot(state, world) + and can_hit(state, world, True)) + + +def set_dlc1_rules(world: "HatInTimeWorld"): + add_rule(world.multiworld.get_entrance("Cruise Ship Entrance BV", world.player), + lambda state: can_use_hookshot(state, world)) + + # This particular item isn't present in Act 3 for some reason, yes in vanilla too + add_rule(world.multiworld.get_location("The Arctic Cruise - Toilet", world.player), + lambda state: state.can_reach("Bon Voyage!", "Region", world.player) + or state.can_reach("Ship Shape", "Region", world.player)) + + +def set_dlc2_rules(world: "HatInTimeWorld"): + add_rule(world.multiworld.get_entrance("-> Bluefin Tunnel", world.player), + lambda state: state.has("Metro Ticket - Green", world.player) + or state.has("Metro Ticket - Blue", world.player)) + + add_rule(world.multiworld.get_entrance("-> Pink Paw Station", world.player), + lambda state: state.has("Metro Ticket - Pink", world.player) + or state.has("Metro Ticket - Yellow", world.player) and state.has("Metro Ticket - Blue", world.player)) + + add_rule(world.multiworld.get_entrance("Nyakuza Metro - Finale", world.player), + lambda state: can_clear_metro(state, world)) + + add_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player), + lambda state: state.has("Metro Ticket - Yellow", world.player) + and state.has("Metro Ticket - Blue", world.player) + and state.has("Metro Ticket - Pink", world.player)) + + for key in shop_locations.keys(): + if "Green Clean Station Thug B" in key and is_location_valid(world, key): + add_rule(world.multiworld.get_location(key, world.player), + lambda state: state.has("Metro Ticket - Yellow", world.player), "or") + + +def reg_act_connection(world: "HatInTimeWorld", region: Union[str, Region], unlocked_entrance: Union[str, Entrance]): + reg: Region + entrance: Entrance + if isinstance(region, str): + reg = world.multiworld.get_region(region, world.player) + else: + reg = region + + if isinstance(unlocked_entrance, str): + entrance = world.multiworld.get_entrance(unlocked_entrance, world.player) + else: + entrance = unlocked_entrance + + world.multiworld.register_indirect_condition(reg, entrance) + + +# See randomize_act_entrances in Regions.py +# Called before set_rules +def set_rift_rules(world: "HatInTimeWorld", regions: Dict[str, Region]): + + # This is accessing the regions in place of these time rifts, so we can set the rules on all the entrances. + for entrance in regions["Time Rift - Gallery"].entrances: + add_rule(entrance, lambda state: can_use_hat(state, world, HatType.BREWING) + and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.BIRDS])) + + for entrance in regions["Time Rift - The Lab"].entrances: + add_rule(entrance, lambda state: can_use_hat(state, world, HatType.DWELLER) + and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE])) + + for entrance in regions["Time Rift - Sewers"].entrances: + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Mafia Town - Act 4")) + reg_act_connection(world, world.multiworld.get_entrance("Mafia Town - Act 4", + world.player).connected_region, entrance) + + for entrance in regions["Time Rift - Bazaar"].entrances: + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Mafia Town - Act 6")) + reg_act_connection(world, world.multiworld.get_entrance("Mafia Town - Act 6", + world.player).connected_region, entrance) + + for entrance in regions["Time Rift - Mafia of Cooks"].entrances: + add_rule(entrance, lambda state: has_relic_combo(state, world, "Burger")) + + for entrance in regions["Time Rift - The Owl Express"].entrances: + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 2")) + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 3")) + reg_act_connection(world, world.multiworld.get_entrance("Battle of the Birds - Act 2", + world.player).connected_region, entrance) + reg_act_connection(world, world.multiworld.get_entrance("Battle of the Birds - Act 3", + world.player).connected_region, entrance) + + for entrance in regions["Time Rift - The Moon"].entrances: + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 4")) + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 5")) + reg_act_connection(world, world.multiworld.get_entrance("Battle of the Birds - Act 4", + world.player).connected_region, entrance) + reg_act_connection(world, world.multiworld.get_entrance("Battle of the Birds - Act 5", + world.player).connected_region, entrance) + + for entrance in regions["Time Rift - Dead Bird Studio"].entrances: + add_rule(entrance, lambda state: has_relic_combo(state, world, "Train")) + + for entrance in regions["Time Rift - Pipe"].entrances: + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 2")) + reg_act_connection(world, world.multiworld.get_entrance("Subcon Forest - Act 2", + world.player).connected_region, entrance) + if painting_logic(world): + add_rule(entrance, lambda state: has_paintings(state, world, 2)) + + for entrance in regions["Time Rift - Village"].entrances: + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 4")) + reg_act_connection(world, world.multiworld.get_entrance("Subcon Forest - Act 4", + world.player).connected_region, entrance) + + if painting_logic(world): + add_rule(entrance, lambda state: has_paintings(state, world, 2)) + + for entrance in regions["Time Rift - Sleepy Subcon"].entrances: + add_rule(entrance, lambda state: has_relic_combo(state, world, "UFO")) + if painting_logic(world): + add_rule(entrance, lambda state: has_paintings(state, world, 3)) + + for entrance in regions["Time Rift - Curly Tail Trail"].entrances: + add_rule(entrance, lambda state: state.has("Windmill Cleared", world.player)) + + for entrance in regions["Time Rift - The Twilight Bell"].entrances: + add_rule(entrance, lambda state: state.has("Twilight Bell Cleared", world.player)) + + for entrance in regions["Time Rift - Alpine Skyline"].entrances: + add_rule(entrance, lambda state: has_relic_combo(state, world, "Crayon")) + + if world.is_dlc1(): + for entrance in regions["Time Rift - Balcony"].entrances: + add_rule(entrance, lambda state: can_clear_required_act(state, world, "The Arctic Cruise - Finale")) + + for entrance in regions["Time Rift - Deep Sea"].entrances: + add_rule(entrance, lambda state: has_relic_combo(state, world, "Cake")) + + if world.is_dlc2(): + for entrance in regions["Time Rift - Rumbi Factory"].entrances: + add_rule(entrance, lambda state: has_relic_combo(state, world, "Necklace")) + + +# Basically the same as above, but without the need of the dict since we are just setting defaults +# Called if Act Rando is disabled +def set_default_rift_rules(world: "HatInTimeWorld"): + + for entrance in world.multiworld.get_region("Time Rift - Gallery", world.player).entrances: + add_rule(entrance, lambda state: can_use_hat(state, world, HatType.BREWING) + and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.BIRDS])) + + for entrance in world.multiworld.get_region("Time Rift - The Lab", world.player).entrances: + add_rule(entrance, lambda state: can_use_hat(state, world, HatType.DWELLER) + and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE])) + + for entrance in world.multiworld.get_region("Time Rift - Sewers", world.player).entrances: + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Mafia Town - Act 4")) + reg_act_connection(world, "Down with the Mafia!", entrance.name) + + for entrance in world.multiworld.get_region("Time Rift - Bazaar", world.player).entrances: + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Mafia Town - Act 6")) + reg_act_connection(world, "Heating Up Mafia Town", entrance.name) + + for entrance in world.multiworld.get_region("Time Rift - Mafia of Cooks", world.player).entrances: + add_rule(entrance, lambda state: has_relic_combo(state, world, "Burger")) + + for entrance in world.multiworld.get_region("Time Rift - The Owl Express", world.player).entrances: + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 2")) + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 3")) + reg_act_connection(world, "Murder on the Owl Express", entrance.name) + reg_act_connection(world, "Picture Perfect", entrance.name) + + for entrance in world.multiworld.get_region("Time Rift - The Moon", world.player).entrances: + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 4")) + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 5")) + reg_act_connection(world, "Train Rush", entrance.name) + reg_act_connection(world, "The Big Parade", entrance.name) + + for entrance in world.multiworld.get_region("Time Rift - Dead Bird Studio", world.player).entrances: + add_rule(entrance, lambda state: has_relic_combo(state, world, "Train")) + + for entrance in world.multiworld.get_region("Time Rift - Pipe", world.player).entrances: + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 2")) + reg_act_connection(world, "The Subcon Well", entrance.name) + if painting_logic(world): + add_rule(entrance, lambda state: has_paintings(state, world, 2)) + + for entrance in world.multiworld.get_region("Time Rift - Village", world.player).entrances: + add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 4")) + reg_act_connection(world, "Queen Vanessa's Manor", entrance.name) + if painting_logic(world): + add_rule(entrance, lambda state: has_paintings(state, world, 2)) + + for entrance in world.multiworld.get_region("Time Rift - Sleepy Subcon", world.player).entrances: + add_rule(entrance, lambda state: has_relic_combo(state, world, "UFO")) + if painting_logic(world): + add_rule(entrance, lambda state: has_paintings(state, world, 3)) + + for entrance in world.multiworld.get_region("Time Rift - Curly Tail Trail", world.player).entrances: + add_rule(entrance, lambda state: state.has("Windmill Cleared", world.player)) + + for entrance in world.multiworld.get_region("Time Rift - The Twilight Bell", world.player).entrances: + add_rule(entrance, lambda state: state.has("Twilight Bell Cleared", world.player)) + + for entrance in world.multiworld.get_region("Time Rift - Alpine Skyline", world.player).entrances: + add_rule(entrance, lambda state: has_relic_combo(state, world, "Crayon")) + + if world.is_dlc1(): + for entrance in world.multiworld.get_region("Time Rift - Balcony", world.player).entrances: + add_rule(entrance, lambda state: can_clear_required_act(state, world, "The Arctic Cruise - Finale")) + + for entrance in world.multiworld.get_region("Time Rift - Deep Sea", world.player).entrances: + add_rule(entrance, lambda state: has_relic_combo(state, world, "Cake")) + + if world.is_dlc2(): + for entrance in world.multiworld.get_region("Time Rift - Rumbi Factory", world.player).entrances: + add_rule(entrance, lambda state: has_relic_combo(state, world, "Necklace")) + + +def set_event_rules(world: "HatInTimeWorld"): + for (name, data) in event_locs.items(): + if not is_location_valid(world, name): + continue + + event: Location = world.multiworld.get_location(name, world.player) + + if data.act_event: + add_rule(event, world.multiworld.get_location(f"Act Completion ({data.region})", world.player).access_rule) diff --git a/worlds/ahit/Types.py b/worlds/ahit/Types.py new file mode 100644 index 000000000000..468cfcb78ad3 --- /dev/null +++ b/worlds/ahit/Types.py @@ -0,0 +1,86 @@ +from enum import IntEnum, IntFlag +from typing import NamedTuple, Optional, List +from BaseClasses import Location, Item, ItemClassification + + +class HatInTimeLocation(Location): + game = "A Hat in Time" + + +class HatInTimeItem(Item): + game = "A Hat in Time" + + +class HatType(IntEnum): + SPRINT = 0 + BREWING = 1 + ICE = 2 + DWELLER = 3 + TIME_STOP = 4 + + +class HitType(IntEnum): + none = 0 + umbrella = 1 + umbrella_or_brewing = 2 + dweller_bell = 3 + + +class HatDLC(IntFlag): + none = 0b000 + dlc1 = 0b001 + dlc2 = 0b010 + death_wish = 0b100 + dlc1_dw = 0b101 + dlc2_dw = 0b110 + + +class ChapterIndex(IntEnum): + SPACESHIP = 0 + MAFIA = 1 + BIRDS = 2 + SUBCON = 3 + ALPINE = 4 + FINALE = 5 + CRUISE = 6 + METRO = 7 + + +class Difficulty(IntEnum): + NORMAL = -1 + MODERATE = 0 + HARD = 1 + EXPERT = 2 + + +class LocData(NamedTuple): + id: int = 0 + region: str = "" + required_hats: List[HatType] = [] + hookshot: bool = False + dlc_flags: HatDLC = HatDLC.none + paintings: int = 0 # Paintings required for Subcon painting shuffle + misc_required: List[str] = [] + + # For UmbrellaLogic setting only. + hit_type: HitType = HitType.none + + # Other + act_event: bool = False # Only used for event locations. Copy access rule from act completion + nyakuza_thug: str = "" # Name of Nyakuza thug NPC (for metro shops) + snatcher_coin: str = "" # Only for Snatcher Coin event locations, name of the Snatcher Coin item + + +class ItemData(NamedTuple): + code: Optional[int] + classification: ItemClassification + dlc_flags: Optional[HatDLC] = HatDLC.none + + +hat_type_to_item = { + HatType.SPRINT: "Sprint Hat", + HatType.BREWING: "Brewing Hat", + HatType.ICE: "Ice Hat", + HatType.DWELLER: "Dweller Mask", + HatType.TIME_STOP: "Time Stop Hat", +} diff --git a/worlds/ahit/__init__.py b/worlds/ahit/__init__.py new file mode 100644 index 000000000000..15140379b96f --- /dev/null +++ b/worlds/ahit/__init__.py @@ -0,0 +1,374 @@ +from BaseClasses import Item, ItemClassification, Tutorial, Location, MultiWorld +from .Items import item_table, create_item, relic_groups, act_contracts, create_itempool, get_shop_trap_name, \ + calculate_yarn_costs +from .Regions import create_regions, randomize_act_entrances, chapter_act_info, create_events, get_shuffled_region +from .Locations import location_table, contract_locations, is_location_valid, get_location_names, TASKSANITY_START_ID, \ + get_total_locations +from .Rules import set_rules +from .Options import AHITOptions, slot_data_options, adjust_options, RandomizeHatOrder, EndGoal, create_option_groups +from .Types import HatType, ChapterIndex, HatInTimeItem, hat_type_to_item +from .DeathWishLocations import create_dw_regions, dw_classes, death_wishes +from .DeathWishRules import set_dw_rules, create_enemy_events, hit_list, bosses +from worlds.AutoWorld import World, WebWorld, CollectionState +from typing import List, Dict, TextIO +from worlds.LauncherComponents import Component, components, icon_paths, launch_subprocess, Type +from Utils import local_path + + +def launch_client(): + from .Client import launch + launch_subprocess(launch, name="AHITClient") + + +components.append(Component("A Hat in Time Client", "AHITClient", func=launch_client, + component_type=Type.CLIENT, icon='yatta')) + +icon_paths['yatta'] = local_path('data', 'yatta.png') + + +class AWebInTime(WebWorld): + theme = "partyTime" + option_groups = create_option_groups() + tutorials = [Tutorial( + "Multiworld Setup Guide", + "A guide for setting up A Hat in Time to be played in Archipelago.", + "English", + "ahit_en.md", + "setup/en", + ["CookieCat"] + )] + + +class HatInTimeWorld(World): + """ + A Hat in Time is a cute-as-peck 3D platformer featuring a little girl who stitches hats for wicked powers! + Freely explore giant worlds and recover Time Pieces to travel to new heights! + """ + + game = "A Hat in Time" + item_name_to_id = {name: data.code for name, data in item_table.items()} + location_name_to_id = get_location_names() + options_dataclass = AHITOptions + options: AHITOptions + item_name_groups = relic_groups + web = AWebInTime() + + def __init__(self, multiworld: "MultiWorld", player: int): + super().__init__(multiworld, player) + self.act_connections: Dict[str, str] = {} + self.shop_locs: List[str] = [] + + self.hat_craft_order: List[HatType] = [HatType.SPRINT, HatType.BREWING, HatType.ICE, + HatType.DWELLER, HatType.TIME_STOP] + + self.hat_yarn_costs: Dict[HatType, int] = {HatType.SPRINT: -1, HatType.BREWING: -1, HatType.ICE: -1, + HatType.DWELLER: -1, HatType.TIME_STOP: -1} + + self.chapter_timepiece_costs: Dict[ChapterIndex, int] = {ChapterIndex.MAFIA: -1, + ChapterIndex.BIRDS: -1, + ChapterIndex.SUBCON: -1, + ChapterIndex.ALPINE: -1, + ChapterIndex.FINALE: -1, + ChapterIndex.CRUISE: -1, + ChapterIndex.METRO: -1} + self.excluded_dws: List[str] = [] + self.excluded_bonuses: List[str] = [] + self.dw_shuffle: List[str] = [] + self.nyakuza_thug_items: Dict[str, int] = {} + self.badge_seller_count: int = 0 + + def generate_early(self): + adjust_options(self) + + if self.options.StartWithCompassBadge: + self.multiworld.push_precollected(self.create_item("Compass Badge")) + + if self.is_dw_only(): + return + + # If our starting chapter is 4 and act rando isn't on, force hookshot into inventory + # If starting chapter is 3 and painting shuffle is enabled, and act rando isn't, give one free painting unlock + start_chapter: ChapterIndex = ChapterIndex(self.options.StartingChapter) + + if start_chapter == ChapterIndex.ALPINE or start_chapter == ChapterIndex.SUBCON: + if not self.options.ActRandomizer: + if start_chapter == ChapterIndex.ALPINE: + self.multiworld.push_precollected(self.create_item("Hookshot Badge")) + if self.options.UmbrellaLogic: + self.multiworld.push_precollected(self.create_item("Umbrella")) + + if start_chapter == ChapterIndex.SUBCON and self.options.ShuffleSubconPaintings: + self.multiworld.push_precollected(self.create_item("Progressive Painting Unlock")) + + def create_regions(self): + # noinspection PyClassVar + self.topology_present = bool(self.options.ActRandomizer) + + create_regions(self) + if self.options.EnableDeathWish: + create_dw_regions(self) + + if self.is_dw_only(): + return + + create_events(self) + if self.is_dw(): + if "Snatcher's Hit List" not in self.excluded_dws or "Camera Tourist" not in self.excluded_dws: + create_enemy_events(self) + + # place vanilla contract locations if contract shuffle is off + if not self.options.ShuffleActContracts: + for name in contract_locations.keys(): + self.multiworld.get_location(name, self.player).place_locked_item(create_item(self, name)) + + def create_items(self): + if self.has_yarn(): + calculate_yarn_costs(self) + + if self.options.RandomizeHatOrder: + self.random.shuffle(self.hat_craft_order) + if self.options.RandomizeHatOrder == RandomizeHatOrder.option_time_stop_last: + self.hat_craft_order.remove(HatType.TIME_STOP) + self.hat_craft_order.append(HatType.TIME_STOP) + + # move precollected hats to the start of the list + for i in range(5): + hat = HatType(i) + if self.is_hat_precollected(hat): + self.hat_craft_order.remove(hat) + self.hat_craft_order.insert(0, hat) + + self.multiworld.itempool += create_itempool(self) + + def set_rules(self): + if self.is_dw_only(): + # we already have all items if this is the case, no need for rules + self.multiworld.push_precollected(HatInTimeItem("Death Wish Only Mode", ItemClassification.progression, + None, self.player)) + + self.multiworld.completion_condition[self.player] = lambda state: state.has("Death Wish Only Mode", + self.player) + + if not self.options.DWEnableBonus: + for name in death_wishes: + if name == "Snatcher Coins in Nyakuza Metro" and not self.is_dlc2(): + continue + + if self.options.DWShuffle and name not in self.dw_shuffle: + continue + + full_clear = self.multiworld.get_location(f"{name} - All Clear", self.player) + full_clear.address = None + full_clear.place_locked_item(HatInTimeItem("Nothing", ItemClassification.filler, None, self.player)) + full_clear.show_in_spoiler = False + + return + + if self.options.ActRandomizer: + randomize_act_entrances(self) + + set_rules(self) + + if self.is_dw(): + set_dw_rules(self) + + def create_item(self, name: str) -> Item: + return create_item(self, name) + + def fill_slot_data(self) -> dict: + slot_data: dict = {"Chapter1Cost": self.chapter_timepiece_costs[ChapterIndex.MAFIA], + "Chapter2Cost": self.chapter_timepiece_costs[ChapterIndex.BIRDS], + "Chapter3Cost": self.chapter_timepiece_costs[ChapterIndex.SUBCON], + "Chapter4Cost": self.chapter_timepiece_costs[ChapterIndex.ALPINE], + "Chapter5Cost": self.chapter_timepiece_costs[ChapterIndex.FINALE], + "Chapter6Cost": self.chapter_timepiece_costs[ChapterIndex.CRUISE], + "Chapter7Cost": self.chapter_timepiece_costs[ChapterIndex.METRO], + "BadgeSellerItemCount": self.badge_seller_count, + "SeedNumber": str(self.multiworld.seed), # For shop prices + "SeedName": self.multiworld.seed_name, + "TotalLocations": get_total_locations(self)} + + if self.has_yarn(): + slot_data.setdefault("SprintYarnCost", self.hat_yarn_costs[HatType.SPRINT]) + slot_data.setdefault("BrewingYarnCost", self.hat_yarn_costs[HatType.BREWING]) + slot_data.setdefault("IceYarnCost", self.hat_yarn_costs[HatType.ICE]) + slot_data.setdefault("DwellerYarnCost", self.hat_yarn_costs[HatType.DWELLER]) + slot_data.setdefault("TimeStopYarnCost", self.hat_yarn_costs[HatType.TIME_STOP]) + slot_data.setdefault("Hat1", int(self.hat_craft_order[0])) + slot_data.setdefault("Hat2", int(self.hat_craft_order[1])) + slot_data.setdefault("Hat3", int(self.hat_craft_order[2])) + slot_data.setdefault("Hat4", int(self.hat_craft_order[3])) + slot_data.setdefault("Hat5", int(self.hat_craft_order[4])) + + if self.options.ActRandomizer: + for name in self.act_connections.keys(): + slot_data[name] = self.act_connections[name] + + if self.is_dlc2() and not self.is_dw_only(): + for name in self.nyakuza_thug_items.keys(): + slot_data[name] = self.nyakuza_thug_items[name] + + if self.is_dw(): + i = 0 + for name in self.excluded_dws: + if self.options.EndGoal.value == EndGoal.option_seal_the_deal and name == "Seal the Deal": + continue + + slot_data[f"excluded_dw{i}"] = dw_classes[name] + i += 1 + + i = 0 + if not self.options.DWAutoCompleteBonuses: + for name in self.excluded_bonuses: + if name in self.excluded_dws: + continue + + slot_data[f"excluded_bonus{i}"] = dw_classes[name] + i += 1 + + if self.options.DWShuffle: + shuffled_dws = self.dw_shuffle + for i in range(len(shuffled_dws)): + slot_data[f"dw_{i}"] = dw_classes[shuffled_dws[i]] + + shop_item_names: Dict[str, str] = {} + for name in self.shop_locs: + loc: Location = self.multiworld.get_location(name, self.player) + assert loc.item + item_name: str + if loc.item.classification is ItemClassification.trap and loc.item.game == "A Hat in Time": + item_name = get_shop_trap_name(self) + else: + item_name = loc.item.name + + shop_item_names.setdefault(str(loc.address), item_name) + + slot_data["ShopItemNames"] = shop_item_names + + for name, value in self.options.as_dict(*self.options_dataclass.type_hints).items(): + if name in slot_data_options: + slot_data[name] = value + + return slot_data + + def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]): + if self.is_dw_only() or not self.options.ActRandomizer: + return + + new_hint_data = {} + alpine_regions = ["The Birdhouse", "The Lava Cake", "The Windmill", + "The Twilight Bell", "Alpine Skyline Area", "Alpine Skyline Area (TIHS)"] + + metro_regions = ["Yellow Overpass Station", "Green Clean Station", "Bluefin Tunnel", "Pink Paw Station"] + + for key, data in location_table.items(): + if not is_location_valid(self, key): + continue + + location = self.multiworld.get_location(key, self.player) + region_name: str + + if data.region in alpine_regions: + region_name = "Alpine Free Roam" + elif data.region in metro_regions: + region_name = "Nyakuza Free Roam" + elif "Dead Bird Studio - " in data.region: + region_name = "Dead Bird Studio" + elif data.region in chapter_act_info.keys(): + region_name = location.parent_region.name + else: + continue + + new_hint_data[location.address] = get_shuffled_region(self, region_name) + + if self.is_dlc1() and self.options.Tasksanity: + ship_shape_region = get_shuffled_region(self, "Ship Shape") + id_start: int = TASKSANITY_START_ID + for i in range(self.options.TasksanityCheckCount): + new_hint_data[id_start+i] = ship_shape_region + + hint_data[self.player] = new_hint_data + + def write_spoiler_header(self, spoiler_handle: TextIO): + for i in self.chapter_timepiece_costs: + spoiler_handle.write("Chapter %i Cost: %i\n" % (i, self.chapter_timepiece_costs[ChapterIndex(i)])) + + for hat in self.hat_craft_order: + spoiler_handle.write("Hat Cost: %s: %i\n" % (hat, self.hat_yarn_costs[hat])) + + def collect(self, state: "CollectionState", item: "Item") -> bool: + old_count: int = state.count(item.name, self.player) + change = super().collect(state, item) + if change and old_count == 0: + if "Stamp" in item.name: + if "2 Stamp" in item.name: + state.prog_items[self.player]["Stamps"] += 2 + else: + state.prog_items[self.player]["Stamps"] += 1 + elif "(Zero Jumps)" in item.name: + state.prog_items[self.player]["Zero Jumps"] += 1 + elif item.name in hit_list.keys(): + if item.name not in bosses: + state.prog_items[self.player]["Enemy"] += 1 + else: + state.prog_items[self.player]["Boss"] += 1 + + return change + + def remove(self, state: "CollectionState", item: "Item") -> bool: + old_count: int = state.count(item.name, self.player) + change = super().collect(state, item) + if change and old_count == 1: + if "Stamp" in item.name: + if "2 Stamp" in item.name: + state.prog_items[self.player]["Stamps"] -= 2 + else: + state.prog_items[self.player]["Stamps"] -= 1 + elif "(Zero Jumps)" in item.name: + state.prog_items[self.player]["Zero Jumps"] -= 1 + elif item.name in hit_list.keys(): + if item.name not in bosses: + state.prog_items[self.player]["Enemy"] -= 1 + else: + state.prog_items[self.player]["Boss"] -= 1 + + return change + + def has_yarn(self) -> bool: + return not self.is_dw_only() and not self.options.HatItems + + def is_hat_precollected(self, hat: HatType) -> bool: + for item in self.multiworld.precollected_items[self.player]: + if item.name == hat_type_to_item[hat]: + return True + + return False + + def is_dlc1(self) -> bool: + return bool(self.options.EnableDLC1) + + def is_dlc2(self) -> bool: + return bool(self.options.EnableDLC2) + + def is_dw(self) -> bool: + return bool(self.options.EnableDeathWish) + + def is_dw_only(self) -> bool: + return self.is_dw() and bool(self.options.DeathWishOnly) + + def is_dw_excluded(self, name: str) -> bool: + # don't exclude Seal the Deal if it's our goal + if self.options.EndGoal.value == EndGoal.option_seal_the_deal and name == "Seal the Deal" \ + and f"{name} - Main Objective" not in self.options.exclude_locations: + return False + + if name in self.excluded_dws: + return True + + return f"{name} - Main Objective" in self.options.exclude_locations + + def is_bonus_excluded(self, name: str) -> bool: + if self.is_dw_excluded(name) or name in self.excluded_bonuses: + return True + + return f"{name} - All Clear" in self.options.exclude_locations diff --git a/worlds/ahit/docs/en_A Hat in Time.md b/worlds/ahit/docs/en_A Hat in Time.md new file mode 100644 index 000000000000..9f1a593bbdd9 --- /dev/null +++ b/worlds/ahit/docs/en_A Hat in Time.md @@ -0,0 +1,53 @@ +# A Hat in Time + +## Where is the options page? + +The [player options page for this game](../player-options) contains all the options you need to configure and export a +config file. + +## What does randomization do to this game? + +Items which the player would normally acquire throughout the game have been moved around. +Chapter costs are randomized in a progressive order based on your options, +so for example you could go to Subcon Forest -> Battle of the Birds -> Alpine Skyline, etc. in that order. +If act shuffle is turned on, the levels and Time Rifts in these chapters will be randomized as well. + +To unlock and access a chapter's Time Rift in act shuffle, +the levels in place of the original acts required to unlock the Time Rift in the vanilla game must be completed, +and then you must enter a level that allows you to access that Time Rift. +For example, Time Rift: Bazaar requires Heating Up Mafia Town to be completed in the vanilla game. +To unlock this Time Rift in act shuffle (and therefore the level it contains) +you must complete the level that was shuffled in place of Heating Up Mafia Town +and then enter the Time Rift through a Mafia Town level. + +## What items and locations get shuffled? + +Time Pieces, Relics, Yarn, Badges, and most other items are shuffled. +Unlike in the vanilla game, yarn is typeless, and hats will be automatically stitched +in a set order once you gather enough yarn for each hat. +Hats can also optionally be shuffled as individual items instead. +Any items in the world, shops, act completions, +and optionally storybook pages or Death Wish contracts are locations. + +Any freestanding items that are considered to be progression or useful +will have a rainbow streak particle attached to them. +Filler items will have a white glow attached to them instead. + +## Which items can be in another player's world? + +Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to limit +certain items to your own world. + +## What does another world's item look like in A Hat in Time? + +Items belonging to other worlds are represented by a badge with the Archipelago logo on it. + +## When the player receives an item, what happens? + +When the player receives an item, it will play the item collect effect and information about the item +will be printed on the screen and in the in-game developer console. + +## Is the DLC required to play A Hat in Time in Archipelago? + +No, the DLC expansions are not required to play. Their content can be enabled through certain options +that are disabled by default, but please don't turn them on if you don't own the respective DLC. diff --git a/worlds/ahit/docs/setup_en.md b/worlds/ahit/docs/setup_en.md new file mode 100644 index 000000000000..509869fc256a --- /dev/null +++ b/worlds/ahit/docs/setup_en.md @@ -0,0 +1,102 @@ +# Setup Guide for A Hat in Time in Archipelago + +## Required Software +- [Steam release of A Hat in Time](https://store.steampowered.com/app/253230/A_Hat_in_Time/) + +- [Archipelago Workshop Mod for A Hat in Time](https://steamcommunity.com/sharedfiles/filedetails/?id=3026842601) + + +## Optional Software +- [A Hat in Time Archipelago Map Tracker](https://github.com/Mysteryem/ahit-poptracker/releases), for use with [PopTracker](https://github.com/black-sliver/PopTracker/releases) + + +## Instructions + +1. Have Steam running. Open the Steam console with this link: [steam://open/console](steam://open/console) +This may not work for some browsers. If that's the case, and you're on Windows, open the Run dialog using Win+R, +paste the link into the box, and hit Enter. + + +2. In the Steam console, enter the following command: +`download_depot 253230 253232 7770543545116491859`. ***Wait for the console to say the download is finished!*** +This can take a while to finish (30+ minutes) depending on your connection speed, so please be patient. Additionally, +**try to prevent your connection from being interrupted or slowed while Steam is downloading the depot,** +or else the download may potentially become corrupted (see first FAQ issue below). + + +3. Once the download finishes, go to `steamapps/content/app_253230` in Steam's program folder. + + +4. There should be a folder named `depot_253232`. Rename it to HatinTime_AP and move it to your `steamapps/common` folder. + + +5. In the HatinTime_AP folder, navigate to `Binaries/Win64` and create a new file: `steam_appid.txt`. +In this new text file, input the number **253230** on the first line. + + +6. Create a shortcut of `HatinTimeGame.exe` from that folder and move it to wherever you'd like. +You will use this shortcut to open the Archipelago-compatible version of A Hat in Time. + + +7. Start up the game using your new shortcut. To confirm if you are on the correct version, +go to Settings -> Game Settings. If you don't see an option labelled ***Live Game Events*** you should be running +the correct version of the game. In Game Settings, make sure ***Enable Developer Console*** is checked. + + +## Connecting to the Archipelago server + +To connect to the multiworld server, simply run the **ArchipelagoAHITClient** +(or run it from the Launcher if you have the apworld installed) and connect it to the Archipelago server. +The game will connect to the client automatically when you create a new save file. + + +## Console Commands + +Commands will not work on the title screen, you must be in-game to use them. To use console commands, +make sure ***Enable Developer Console*** is checked in Game Settings and press the tilde key or TAB while in-game. + +`ap_say ` - Send a chat message to the server. Supports commands, such as `!hint` or `!release`. + +`ap_deathlink` - Toggle Death Link. + + +## FAQ/Common Issues +### I followed the setup, but I receive an odd error message upon starting the game or creating a save file! +If you receive an error message such as +**"Failed to find default engine .ini to retrieve My Documents subdirectory to use. Force quitting."** or +**"Failed to load map "hub_spaceship"** after booting up the game or creating a save file respectively, then the depot +download was likely corrupted. The only way to fix this is to start the entire download all over again. +Unfortunately, this appears to be an underlying issue with Steam's depot downloader. The only way to really prevent this +from happening is to ensure that your connection is not interrupted or slowed while downloading. + +### The game keeps crashing on startup after the splash screen! +This issue is unfortunately very hard to fix, and the underlying cause is not known. If it does happen however, +try the following: + +- Close Steam **entirely**. +- Open the downpatched version of the game (with Steam closed) and allow it to load to the titlescreen. +- Close the game, and then open Steam again. +- After launching the game, the issue should hopefully disappear. If not, repeat the above steps until it does. + +### I followed the setup, but "Live Game Events" still shows up in the options menu! +The most common cause of this is the `steam_appid.txt` file. If you're on Windows 10, file extensions are hidden by +default (thanks Microsoft). You likely made the mistake of still naming the file `steam_appid.txt`, which, since file +extensions are hidden, would result in the file being named `steam_appid.txt.txt`, which is incorrect. +To show file extensions in Windows 10, open any folder, click the View tab at the top, and check +"File name extensions". Then you can correct the name of the file. If the name of the file is correct, +and you're still running into the issue, re-read the setup guide again in case you missed a step. +If you still can't get it to work, ask for help in the Discord thread. + +### The game is running on the older version, but it's not connecting when starting a new save! +For unknown reasons, the mod will randomly disable itself in the mod menu. To fix this, go to the Mods menu +(rocket icon) in-game, and re-enable the mod. + +### Why do relics disappear from the stands in the Spaceship after they're completed? +This is intentional behaviour. Because of how randomizer logic works, there is no way to predict the order that +a player will place their relics. Since there are a limited amount of relic stands in the Spaceship, relics are removed +after being completed to allow for the placement of more relics without being potentially locked out. +The level that the relic set unlocked will stay unlocked. + +### When I start a new save file, the intro cinematic doesn't get skipped, Hat Kid's body is missing and the mod doesn't work! +There is a bug on older versions of A Hat in Time that causes save file creation to fail to work properly +if you have too many save files. Delete them and it should fix the problem. \ No newline at end of file diff --git a/worlds/ahit/test/__init__.py b/worlds/ahit/test/__init__.py new file mode 100644 index 000000000000..67b750a65c7d --- /dev/null +++ b/worlds/ahit/test/__init__.py @@ -0,0 +1,5 @@ +from test.bases import WorldTestBase + + +class HatInTimeTestBase(WorldTestBase): + game = "A Hat in Time" diff --git a/worlds/ahit/test/test_acts.py b/worlds/ahit/test/test_acts.py new file mode 100644 index 000000000000..6502db1d9e6b --- /dev/null +++ b/worlds/ahit/test/test_acts.py @@ -0,0 +1,31 @@ +from ..Regions import act_chapters +from ..Rules import act_connections +from . import HatInTimeTestBase + + +class TestActs(HatInTimeTestBase): + run_default_tests = False + + options = { + "ActRandomizer": 2, + "EnableDLC1": 1, + "EnableDLC2": 1, + "ShuffleActContracts": 0, + } + + def test_act_shuffle(self): + for i in range(300): + self.world_setup() + self.collect_all_but([""]) + + for name in act_chapters.keys(): + region = self.multiworld.get_region(name, 1) + for entrance in region.entrances: + if entrance.name in act_connections.keys(): + continue + + self.assertTrue(self.can_reach_entrance(entrance.name), + f"Can't reach {name} from {entrance}\n" + f"{entrance.parent_region.entrances[0]} -> {entrance.parent_region} " + f"-> {entrance} -> {name}" + f" (expected method of access)") diff --git a/worlds/aquaria/Items.py b/worlds/aquaria/Items.py index 72334846849f..5494c87e8cf4 100644 --- a/worlds/aquaria/Items.py +++ b/worlds/aquaria/Items.py @@ -8,14 +8,16 @@ from enum import Enum from BaseClasses import Item, ItemClassification + class ItemType(Enum): """ - Used to indicate to the multi-world if an item is usefull or not + Used to indicate to the multi-world if an item is useful or not """ NORMAL = 0 PROGRESSION = 1 JUNK = 2 + class ItemGroup(Enum): """ Used to group items @@ -28,6 +30,7 @@ class ItemGroup(Enum): SONG = 5 TURTLE = 6 + class AquariaItem(Item): """ A single item in the Aquaria game. @@ -40,22 +43,23 @@ def __init__(self, name: str, classification: ItemClassification, """ Initialisation of the Item :param name: The name of the item - :param classification: If the item is usefull or not + :param classification: If the item is useful or not :param code: The ID of the item (if None, it is an event) :param player: The ID of the player in the multiworld """ super().__init__(name, classification, code, player) + class ItemData: """ Data of an item. """ - id:int - count:int - type:ItemType - group:ItemGroup + id: int + count: int + type: ItemType + group: ItemGroup - def __init__(self, id:int, count:int, type:ItemType, group:ItemGroup): + def __init__(self, id: int, count: int, type: ItemType, group: ItemGroup): """ Initialisation of the item data @param id: The item ID @@ -68,6 +72,7 @@ def __init__(self, id:int, count:int, type:ItemType, group:ItemGroup): self.type = type self.group = group + """Information data for every (not event) item.""" item_table = { # name: ID, Nb, Item Type, Item Group @@ -207,4 +212,3 @@ def __init__(self, id:int, count:int, type:ItemType, group:ItemGroup): "Transturtle Simon says": ItemData(698132, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_forest05 "Transturtle Arnassi ruins": ItemData(698133, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_seahorse } - diff --git a/worlds/aquaria/Locations.py b/worlds/aquaria/Locations.py index 824b98a362b5..e4f6f104ccf9 100644 --- a/worlds/aquaria/Locations.py +++ b/worlds/aquaria/Locations.py @@ -43,7 +43,7 @@ class AquariaLocations: locations_home_water = { "Home water, bulb below the grouper fish": 698058, - "Home water, bulb in the path bellow Nautilus Prime": 698059, + "Home water, bulb in the path below Nautilus Prime": 698059, "Home water, bulb in the little room above the grouper fish": 698060, "Home water, bulb in the end of the left path from the verse cave": 698061, "Home water, bulb in the top left path": 698062, @@ -129,7 +129,7 @@ class AquariaLocations: locations_openwater_bl = { "Open water bottom left area, bulb behind the chomper fish": 698011, - "Open water bottom left area, bulb inside the downest fish pass": 698010, + "Open water bottom left area, bulb inside the lowest fish pass": 698010, } locations_skeleton_path = { @@ -226,7 +226,7 @@ class AquariaLocations: "Mithalas cathedral, third urn in the path behind the flesh vein": 698146, "Mithalas cathedral, one of the urns in the top right room": 698147, "Mithalas cathedral, Mithalan Dress": 698189, - "Mithalas cathedral right area, urn bellow the left entrance": 698198, + "Mithalas cathedral right area, urn below the left entrance": 698198, } locations_cathedral_underground = { @@ -457,7 +457,7 @@ class AquariaLocations: locations_body_l = { "The body left area, first bulb in the top face room": 698066, "The body left area, second bulb in the top face room": 698069, - "The body left area, bulb bellow the water stream": 698067, + "The body left area, bulb below the water stream": 698067, "The body left area, bulb in the top path to the top face room": 698068, "The body left area, bulb in the bottom face room": 698070, } diff --git a/worlds/aquaria/Options.py b/worlds/aquaria/Options.py index 5c4936e44b3e..9a49e915b9cd 100644 --- a/worlds/aquaria/Options.py +++ b/worlds/aquaria/Options.py @@ -10,9 +10,8 @@ class IngredientRandomizer(Choice): """ - Randomize Ingredients. Select if the simple ingredients (that does not have - a recipe) should be randomized. If 'common_ingredients' is selected, the - randomization will exclude the "Red Bulb", "Special Bulb" and "Rukh Egg". + Select if the simple ingredients (that do not have a recipe) should be randomized. + If "Common Ingredients" is selected, the randomization will exclude the "Red Bulb", "Special Bulb" and "Rukh Egg". """ display_name = "Randomize Ingredients" option_off = 0 @@ -29,27 +28,25 @@ class DishRandomizer(Toggle): class TurtleRandomizer(Choice): """Randomize the transportation turtle.""" display_name = "Turtle Randomizer" - option_no_turtle_randomization = 0 - option_randomize_all_turtle = 1 - option_randomize_turtle_other_than_the_final_one = 2 + option_none = 0 + option_all = 1 + option_all_except_final = 2 default = 2 class EarlyEnergyForm(DefaultOnToggle): - """ - Force the Energy Form to be in a location before leaving the areas around the Home Water. - """ + """ Force the Energy Form to be in a location early in the game """ display_name = "Early Energy Form" class AquarianTranslation(Toggle): - """Translate to English the Aquarian scripture in the game.""" + """Translate the Aquarian scripture in the game into English.""" display_name = "Translate Aquarian" class BigBossesToBeat(Range): """ - A number of big bosses to beat before having access to the creator (the final boss). The big bosses are + The number of big bosses to beat before having access to the creator (the final boss). The big bosses are "Fallen God", "Mithalan God", "Drunian God", "Sun God" and "The Golem". """ display_name = "Big bosses to beat" @@ -60,12 +57,12 @@ class BigBossesToBeat(Range): class MiniBossesToBeat(Range): """ - A number of Minibosses to beat before having access to the creator (the final boss). Mini bosses are + The number of minibosses to beat before having access to the creator (the final boss). The minibosses are "Nautilus Prime", "Blaster Peg Prime", "Mergog", "Mithalan priests", "Octopus Prime", "Crabbius Maximus", - "Mantis Shrimp Prime" and "King Jellyfish God Prime". Note that the Energy statue and Simon says are not - mini bosses. + "Mantis Shrimp Prime" and "King Jellyfish God Prime". + Note that the Energy Statue and Simon Says are not minibosses. """ - display_name = "Mini bosses to beat" + display_name = "Minibosses to beat" range_start = 0 range_end = 8 default = 0 @@ -73,47 +70,50 @@ class MiniBossesToBeat(Range): class Objective(Choice): """ - The game objective can be only to kill the creator or to kill the creator - and having obtained the three every secret memories + The game objective can be to kill the creator or to kill the creator after obtaining all three secret memories. """ display_name = "Objective" option_kill_the_creator = 0 option_obtain_secrets_and_kill_the_creator = 1 default = 0 + class SkipFirstVision(Toggle): """ - The first vision in the game; where Naija transform to Energy Form and get fload by enemy; is quite cool but + The first vision in the game, where Naija transforms into Energy Form and gets flooded by enemies, is quite cool but can be quite long when you already know what is going on. This option can be used to skip this vision. """ - display_name = "Skip first Naija's vision" + display_name = "Skip Naija's first vision" + class NoProgressionHardOrHiddenLocation(Toggle): """ - Make sure that there is no progression items at hard to get or hard to find locations. - Those locations that will be very High location (that need beast form, soup and skill to get), every - location in the bubble cave, locations that need you to cross a false wall without any indication, Arnassi - race, bosses and mini-bosses. Usefull for those that want a casual run. + Make sure that there are no progression items at hard-to-reach or hard-to-find locations. + Those locations are very High locations (that need beast form, soup and skill to get), + every location in the bubble cave, locations where need you to cross a false wall without any indication, + the Arnassi race, bosses and minibosses. Useful for those that want a more casual run. """ display_name = "No progression in hard or hidden locations" + class LightNeededToGetToDarkPlaces(DefaultOnToggle): """ - Make sure that the sun form or the dumbo pet can be aquired before getting to dark places. Be aware that navigating - in dark place without light is extremely difficult. + Make sure that the sun form or the dumbo pet can be acquired before getting to dark places. + Be aware that navigating in dark places without light is extremely difficult. """ display_name = "Light needed to get to dark places" + class BindSongNeededToGetUnderRockBulb(Toggle): """ - Make sure that the bind song can be aquired before having to obtain sing bulb under rocks. + Make sure that the bind song can be acquired before having to obtain sing bulbs under rocks. """ display_name = "Bind song needed to get sing bulbs under rocks" class UnconfineHomeWater(Choice): """ - Open the way out of Home water area so that Naija can go to open water and beyond without the bind song. + Open the way out of the Home water area so that Naija can go to open water and beyond without the bind song. """ display_name = "Unconfine Home Water Area" option_off = 0 diff --git a/worlds/aquaria/Regions.py b/worlds/aquaria/Regions.py index d16ef9f33449..5956e0ca842a 100755 --- a/worlds/aquaria/Regions.py +++ b/worlds/aquaria/Regions.py @@ -5,7 +5,7 @@ """ from typing import Dict, Optional -from BaseClasses import MultiWorld, Region, Entrance, ItemClassification, LocationProgressType, CollectionState +from BaseClasses import MultiWorld, Region, Entrance, ItemClassification, CollectionState from .Items import AquariaItem from .Locations import AquariaLocations, AquariaLocation from .Options import AquariaOptions @@ -223,8 +223,6 @@ def __add_region(self, hint: str, region.add_locations(locations, AquariaLocation) return region - - def __create_home_water_area(self) -> None: """ Create the `verse_cave`, `home_water` and `song_cave*` regions @@ -941,7 +939,7 @@ def __add_event_secrets(self) -> None: """ Add secrets events to the `world` """ - self.__add_event_location(self.first_secret, # Doit ajouter une région pour le "first secret" + self.__add_event_location(self.first_secret, # Doit ajouter une région pour le "first secret" "First secret", "First secret obtained") self.__add_event_location(self.mithalas_city, @@ -1095,12 +1093,10 @@ def __adjusting_light_in_dark_place_rules(self) -> None: add_rule(self.multiworld.get_entrance("Veil left of sun temple to Sun temple left area", self.player), lambda state: _has_light(state, self.player) or _has_sun_crystal(state, self.player)) - - def __adjusting_manual_rules(self) -> None: add_rule(self.multiworld.get_location("Mithalas cathedral, Mithalan Dress", self.player), lambda state: _has_beast_form(state, self.player)) - add_rule(self.multiworld.get_location("Open water bottom left area, bulb inside the downest fish pass", self.player), + add_rule(self.multiworld.get_location("Open water bottom left area, bulb inside the lowest fish pass", self.player), lambda state: _has_fish_form(state, self.player)) add_rule(self.multiworld.get_location("Kelp forest bottom left area, Walker baby", self.player), lambda state: _has_spirit_form(state, self.player)) @@ -1122,7 +1118,7 @@ def __adjusting_manual_rules(self) -> None: self.player), lambda state: _has_energy_form(state, self.player)) add_rule(self.multiworld.get_location("Home water, bulb in the bottom left room", self.player), lambda state: _has_bind_song(state, self.player)) - add_rule(self.multiworld.get_location("Home water, bulb in the path bellow Nautilus Prime", self.player), + add_rule(self.multiworld.get_location("Home water, bulb in the path below Nautilus Prime", self.player), lambda state: _has_bind_song(state, self.player)) add_rule(self.multiworld.get_location("Naija's home, bulb after the energy door", self.player), lambda state: _has_energy_form(state, self.player)) @@ -1133,9 +1129,6 @@ def __adjusting_manual_rules(self) -> None: lambda state: _has_fish_form(state, self.player) and _has_spirit_form(state, self.player)) - - - def __no_progression_hard_or_hidden_location(self) -> None: self.multiworld.get_location("Energy temple boss area, Fallen god tooth", self.player).item_rule =\ @@ -1242,11 +1235,7 @@ def adjusting_rules(self, options: AquariaOptions) -> None: add_rule(self.multiworld.get_entrance("Home Water to Open water top left area", self.player), lambda state: _has_bind_song(state, self.player) and _has_energy_form(state, self.player)) if options.early_energy_form: - add_rule(self.multiworld.get_entrance("Home Water to Home water transturtle room", self.player), - lambda state: _has_energy_form(state, self.player)) - if options.early_energy_form: - add_rule(self.multiworld.get_entrance("Home Water to Open water top left area", self.player), - lambda state: _has_energy_form(state, self.player)) + self.multiworld.early_items[self.player]["Energy form"] = 1 if options.no_progression_hard_or_hidden_locations: self.__no_progression_hard_or_hidden_location() diff --git a/worlds/aquaria/__init__.py b/worlds/aquaria/__init__.py index e87e8c8b306e..7c92d33a9c74 100644 --- a/worlds/aquaria/__init__.py +++ b/worlds/aquaria/__init__.py @@ -5,7 +5,7 @@ """ from typing import List, Dict, ClassVar, Any -from ..AutoWorld import World, WebWorld +from worlds.AutoWorld import World, WebWorld from BaseClasses import Tutorial, MultiWorld, ItemClassification from .Items import item_table, AquariaItem, ItemType, ItemGroup from .Locations import location_table @@ -114,7 +114,7 @@ def create_regions(self) -> None: def create_item(self, name: str) -> AquariaItem: """ - Create an AquariaItem using `name' as item name. + Create an AquariaItem using 'name' as item name. """ result: AquariaItem try: diff --git a/worlds/aquaria/docs/en_Aquaria.md b/worlds/aquaria/docs/en_Aquaria.md index aa095b835683..c37f27568d97 100644 --- a/worlds/aquaria/docs/en_Aquaria.md +++ b/worlds/aquaria/docs/en_Aquaria.md @@ -11,39 +11,39 @@ options page link: [Aquaria Player Options Page](../player-options). ## What does randomization do to this game? The locations in the randomizer are: -- All sing bulbs; -- All Mithalas Urns; -- All Sunken City crates; -- Collectible treasure locations (including pet eggs and costumes); -- Beating Simon says; -- Li cave; -- Every Transportation Turtle (also called transturtle); -- Locations where you get songs, - * Erulian spirit cristal, - * Energy status mini-boss, - * Beating Mithalan God boss, - * Fish cave puzzle, - * Beating Drunian God boss, - * Beating Sun God boss, - * Breaking Li cage in the body +- All sing bulbs +- All Mithalas Urns +- All Sunken City crates +- Collectible treasure locations (including pet eggs and costumes) +- Beating Simon says +- Li cave +- Every Transportation Turtle (also called transturtle) +- Locations where you get songs: + * Erulian spirit cristal + * Energy status mini-boss + * Beating Mithalan God boss + * Fish cave puzzle + * Beating Drunian God boss + * Beating Sun God boss + * Breaking Li cage in the body Note that, unlike the vanilla game, when opening sing bulbs, Mithalas urns and Sunken City crates, -nothing will come out of them. The moment those bulbs, urns and crates are opened, the location is considered received. +nothing will come out of them. The moment those bulbs, urns and crates are opened, the location is considered checked. The items in the randomizer are: -- Dishes (used to learn recipes*); -- Some ingredients; -- The Wok (third plate used to cook 3 ingredients recipes everywhere); -- All collectible treasure (including pet eggs and costumes); -- Li and Li song; -- All songs (other than Li's song since it is learned when Li is obtained); -- Transportation to transturtles. +- Dishes (used to learn recipes)* +- Some ingredients +- The Wok (third plate used to cook 3-ingredient recipes everywhere) +- All collectible treasure (including pet eggs and costumes) +- Li and Li's song +- All songs (other than Li's song since it is learned when Li is obtained) +- Transportation to transturtles Also, there is the option to randomize every ingredient drops (from fishes, monsters or plants). -*Note that, unlike in the vanilla game, the recipes for dishes (other than the Sea Loaf) -cannot be cooked (and learn) before being obtained as randomized items. Also, enemies and plants +* Note that, unlike in the vanilla game, the recipes for dishes (other than the Sea Loaf) +cannot be cooked (or learned) before being obtained as randomized items. Also, enemies and plants that drop dishes that have not been learned before will drop ingredients of this dish instead. ## What is the goal of the game? @@ -57,8 +57,8 @@ Any items specified above can be in another player's world. No visuals are shown when finding locations other than collectible treasure. For those treasures, the visual of the treasure is visually unchanged. After collecting a location check, a message will be shown to inform the player -what has been collected, and who will receive it. +what has been collected and who will receive it. ## When the player receives an item, what happens? When you receive an item, a message will pop up to inform you where you received -the item from, and which one it is. \ No newline at end of file +the item from and which one it was. \ No newline at end of file diff --git a/worlds/aquaria/docs/setup_en.md b/worlds/aquaria/docs/setup_en.md index 435761e3f84f..34196757a31c 100644 --- a/worlds/aquaria/docs/setup_en.md +++ b/worlds/aquaria/docs/setup_en.md @@ -2,9 +2,12 @@ ## Required Software -- The original Aquaria Game (buyable from a lot of online game seller); +- The original Aquaria Game (purchasable from most online game stores) - The [Aquaria randomizer](https://github.com/tioui/Aquaria_Randomizer/releases) -- Optional, for sending [commands](/tutorial/Archipelago/commands/en) like `!hint`: the TextClient from [the most recent Archipelago release](https://github.com/ArchipelagoMW/Archipelago/releases) + +## Optional Software + +- For sending [commands](/tutorial/Archipelago/commands/en) like `!hint`: the TextClient from [the most recent Archipelago release](https://github.com/ArchipelagoMW/Archipelago/releases) ## Installation and execution Procedures @@ -13,10 +16,9 @@ First, you should copy the original Aquaria folder game. The randomizer will possibly modify the game so that the original game will stop working. Copying the folder will guarantee that the original game keeps on working. Also, in Windows, the save files are stored in the Aquaria folder. So copying the Aquaria folder for every Multiworld -game you play will make sure that every game has their own save game. +game you play will make sure that every game has its own save game. -Unzip the Aquaria randomizer release and copy all unzipped files in the Aquaria game folder. The unzipped files -are those: +Unzip the Aquaria randomizer release and copy all unzipped files in the Aquaria game folder. The unzipped files are: - aquaria_randomizer.exe - OpenAL32.dll - override (directory) @@ -25,11 +27,11 @@ are those: - wrap_oal.dll - cacert.pem -If there is a conflict between file in the original game folder and the unzipped files, you should override -the original files with the one of the unzipped randomizer. +If there is a conflict between files in the original game folder and the unzipped files, you should overwrite +the original files with the ones from the unzipped randomizer. Finally, to launch the randomizer, you must use the command line interface (you can open the command line interface -by writing `cmd` in the address bar of the Windows file explorer). Here is the command line to use to start the +by typing `cmd` in the address bar of the Windows File Explorer). Here is the command line used to start the randomizer: ```bash @@ -44,8 +46,8 @@ aquaria_randomizer.exe --name YourName --server theServer:thePort --password th ### Linux when using the AppImage -If you use the AppImage, just copy it in the Aquaria game folder. You then have to make it executable. You -can do that from command line by using +If you use the AppImage, just copy it into the Aquaria game folder. You then have to make it executable. You +can do that from command line by using: ```bash chmod +x Aquaria_Randomizer-*.AppImage @@ -65,7 +67,7 @@ or, if the room has a password: ./Aquaria_Randomizer-*.AppImage --name YourName --server theServer:thePort --password thePassword ``` -Note that you should not have multiple Aquaria_Randomizer AppImage file in the same folder. If this situation occurred, +Note that you should not have multiple Aquaria_Randomizer AppImage file in the same folder. If this situation occurs, the preceding commands will launch the game multiple times. ### Linux when using the tar file @@ -73,24 +75,23 @@ the preceding commands will launch the game multiple times. First, you should copy the original Aquaria folder game. The randomizer will possibly modify the game so that the original game will stop working. Copying the folder will guarantee that the original game keeps on working. -Untar the Aquaria randomizer release and copy all extracted files in the Aquaria game folder. The extracted -files are those: +Untar the Aquaria randomizer release and copy all extracted files in the Aquaria game folder. The extracted files are: - aquaria_randomizer - override (directory) - usersettings.xml - cacert.pem -If there is a conflict between file in the original game folder and the extracted files, you should override -the original files with the one of the extracted randomizer files. +If there is a conflict between files in the original game folder and the extracted files, you should overwrite +the original files with the ones from the extracted randomizer files. -Then, you should use your system package manager to install liblua5, libogg, libvorbis, libopenal and libsdl2. +Then, you should use your system package manager to install `liblua5`, `libogg`, `libvorbis`, `libopenal` and `libsdl2`. On Debian base system (like Ubuntu), you can use the following command: ```bash sudo apt install liblua5.1-0-dev libogg-dev libvorbis-dev libopenal-dev libsdl2-dev ``` -Also, if there is some `.so` files in the Aquaria original game folder (`libgcc_s.so.1`, `libopenal.so.1`, +Also, if there are certain `.so` files in the original Aquaria game folder (`libgcc_s.so.1`, `libopenal.so.1`, `libSDL-1.2.so.0` and `libstdc++.so.6`), you should remove them from the Aquaria Randomizer game folder. Those are old libraries that will not work on the recent build of the randomizer. @@ -106,7 +107,7 @@ or, if the room has a password: ./aquaria_randomizer --name YourName --server theServer:thePort --password thePassword ``` -Note: If you have a permission denied error when using the command line, you can use this command line to be +Note: If you get a permission denied error when using the command line, you can use this command to be sure that your executable has executable permission: ```bash diff --git a/worlds/aquaria/test/__init__.py b/worlds/aquaria/test/__init__.py index 75dfd7380218..ba42ac6d2c51 100644 --- a/worlds/aquaria/test/__init__.py +++ b/worlds/aquaria/test/__init__.py @@ -25,7 +25,7 @@ "Open water top right area, bulb in the turtle room", "Open water top right area, Transturtle", "Open water bottom left area, bulb behind the chomper fish", - "Open water bottom left area, bulb inside the downest fish pass", + "Open water bottom left area, bulb inside the lowest fish pass", "Open water skeleton path, bulb close to the right exit", "Open water skeleton path, bulb behind the chomper fish", "Open water skeleton path, King skull", @@ -82,7 +82,7 @@ "Mithalas cathedral, third urn in the path behind the flesh vein", "Mithalas cathedral, one of the urns in the top right room", "Mithalas cathedral, Mithalan Dress", - "Mithalas cathedral right area, urn bellow the left entrance", + "Mithalas cathedral right area, urn below the left entrance", "Cathedral underground, bulb in the center part", "Cathedral underground, first bulb in the top left part", "Cathedral underground, second bulb in the top left part", @@ -178,7 +178,7 @@ "The body main area, bulb on the main path blocking tube", "The body left area, first bulb in the top face room", "The body left area, second bulb in the top face room", - "The body left area, bulb bellow the water stream", + "The body left area, bulb below the water stream", "The body left area, bulb in the top path to the top face room", "The body left area, bulb in the bottom face room", "The body right area, bulb in the top face room", diff --git a/worlds/aquaria/test/test_bind_song_access.py b/worlds/aquaria/test/test_bind_song_access.py index b3a5c95c4d24..b137d48ca9c4 100644 --- a/worlds/aquaria/test/test_bind_song_access.py +++ b/worlds/aquaria/test/test_bind_song_access.py @@ -18,7 +18,7 @@ def test_bind_song_location(self) -> None: """Test locations that require Bind song""" locations = [ "Verse cave right area, Big Seed", - "Home water, bulb in the path bellow Nautilus Prime", + "Home water, bulb in the path below Nautilus Prime", "Home water, bulb in the bottom left room", "Home water, Nautilus Egg", "Song cave, Verse egg", diff --git a/worlds/aquaria/test/test_bind_song_option_access.py b/worlds/aquaria/test/test_bind_song_option_access.py index 9405b83e8e12..522a064b6251 100644 --- a/worlds/aquaria/test/test_bind_song_option_access.py +++ b/worlds/aquaria/test/test_bind_song_option_access.py @@ -24,7 +24,7 @@ def test_bind_song_location(self) -> None: "Song cave, bulb under the rock close to the song door", "Song cave, bulb under the rock in the path to the singing statues", "Naija's home, bulb under the rock at the right of the main path", - "Home water, bulb in the path bellow Nautilus Prime", + "Home water, bulb in the path below Nautilus Prime", "Home water, bulb in the bottom left room", "Home water, Nautilus Egg", "Song cave, Verse egg", diff --git a/worlds/aquaria/test/test_energy_form_access.py b/worlds/aquaria/test/test_energy_form_access.py index 17fb8d3b454f..edfe8a3f6c19 100644 --- a/worlds/aquaria/test/test_energy_form_access.py +++ b/worlds/aquaria/test/test_energy_form_access.py @@ -39,7 +39,7 @@ def test_energy_form_location(self) -> None: "Mithalas cathedral, third urn in the path behind the flesh vein", "Mithalas cathedral, one of the urns in the top right room", "Mithalas cathedral, Mithalan Dress", - "Mithalas cathedral right area, urn bellow the left entrance", + "Mithalas cathedral right area, urn below the left entrance", "Cathedral boss area, beating Mithalan God", "Kelp Forest top left area, bulb close to the Verse egg", "Kelp forest top left area, Verse egg", @@ -67,7 +67,6 @@ def test_energy_form_location(self) -> None: "First secret", "Sunken City cleared", "Objective complete", - ] items = [["Energy form"]] self.assertAccessDependency(locations, items) \ No newline at end of file diff --git a/worlds/aquaria/test/test_energy_form_access_option.py b/worlds/aquaria/test/test_energy_form_access_option.py deleted file mode 100644 index 4dcbce677011..000000000000 --- a/worlds/aquaria/test/test_energy_form_access_option.py +++ /dev/null @@ -1,31 +0,0 @@ -""" -Author: Louis M -Date: Thu, 18 Apr 2024 18:45:56 +0000 -Description: Unit test used to test accessibility of locations with and without the bind song (with the early - energy form option) -""" - -from worlds.aquaria.test import AquariaTestBase, after_home_water_locations - - -class EnergyFormAccessTest(AquariaTestBase): - """Unit test used to test accessibility of locations with and without the energy form""" - options = { - "early_energy_form": True, - } - - def test_energy_form_location(self) -> None: - """Test locations that require Energy form with early energy song enable""" - locations = [ - "Home water, Nautilus Egg", - "Naija's home, bulb after the energy door", - "Energy temple first area, bulb in the bottom room blocked by a rock", - "Energy temple second area, bulb under the rock", - "Energy temple bottom entrance, Krotite armor", - "Energy temple third area, bulb in the bottom path", - "Energy temple boss area, Fallen god tooth", - "Energy temple blaster room, Blaster egg", - *after_home_water_locations - ] - items = [["Energy form"]] - self.assertAccessDependency(locations, items) \ No newline at end of file diff --git a/worlds/aquaria/test/test_fish_form_access.py b/worlds/aquaria/test/test_fish_form_access.py index e6c24cf03fde..30772371721f 100644 --- a/worlds/aquaria/test/test_fish_form_access.py +++ b/worlds/aquaria/test/test_fish_form_access.py @@ -21,7 +21,7 @@ def test_fish_form_location(self) -> None: "Mithalas city, urn inside a home fish pass", "Kelp Forest top right area, bulb in the top fish pass", "The veil bottom area, Verse egg", - "Open water bottom left area, bulb inside the downest fish pass", + "Open water bottom left area, bulb inside the lowest fish pass", "Kelp Forest top left area, bulb close to the Verse egg", "Kelp forest top left area, Verse egg", "Mermog cave, bulb in the left part of the cave", diff --git a/worlds/aquaria/test/test_li_song_access.py b/worlds/aquaria/test/test_li_song_access.py index 74f385ab7887..e26d5b5fcd93 100644 --- a/worlds/aquaria/test/test_li_song_access.py +++ b/worlds/aquaria/test/test_li_song_access.py @@ -27,7 +27,7 @@ def test_li_song_location(self) -> None: "The body main area, bulb on the main path blocking tube", "The body left area, first bulb in the top face room", "The body left area, second bulb in the top face room", - "The body left area, bulb bellow the water stream", + "The body left area, bulb below the water stream", "The body left area, bulb in the top path to the top face room", "The body left area, bulb in the bottom face room", "The body right area, bulb in the top face room", diff --git a/worlds/aquaria/test/test_nature_form_access.py b/worlds/aquaria/test/test_nature_form_access.py index 07d4377b33bf..89e7ceecbbd9 100644 --- a/worlds/aquaria/test/test_nature_form_access.py +++ b/worlds/aquaria/test/test_nature_form_access.py @@ -41,7 +41,7 @@ def test_nature_form_location(self) -> None: "The body main area, bulb on the main path blocking tube", "The body left area, first bulb in the top face room", "The body left area, second bulb in the top face room", - "The body left area, bulb bellow the water stream", + "The body left area, bulb below the water stream", "The body left area, bulb in the top path to the top face room", "The body left area, bulb in the bottom face room", "The body right area, bulb in the top face room", diff --git a/worlds/bomb_rush_cyberfunk/Options.py b/worlds/bomb_rush_cyberfunk/Options.py index 87fc2ca99c34..80831d064526 100644 --- a/worlds/bomb_rush_cyberfunk/Options.py +++ b/worlds/bomb_rush_cyberfunk/Options.py @@ -9,7 +9,9 @@ class Logic(Choice): - """Choose the logic used by the randomizer.""" + """ + Choose the logic used by the randomizer. + """ display_name = "Logic" option_glitchless = 0 option_glitched = 1 @@ -17,26 +19,38 @@ class Logic(Choice): class SkipIntro(DefaultOnToggle): - """Skips escaping the police station. - Graffiti spots tagged during the intro will not unlock items.""" + """ + Skips escaping the police station. + + Graffiti spots tagged during the intro will not unlock items. + """ display_name = "Skip Intro" class SkipDreams(Toggle): - """Skips the dream sequences at the end of each chapter. - This can be changed later in the options menu inside the Archipelago phone app.""" + """ + Skips the dream sequences at the end of each chapter. + + This can be changed later in the options menu inside the Archipelago phone app. + """ display_name = "Skip Dreams" class SkipHands(Toggle): - """Skips spraying the lion statue hands after the dream in Chapter 5.""" + """ + Skips spraying the lion statue hands after the dream in Chapter 5. + """ display_name = "Skip Statue Hands" class TotalRep(Range): - """Change the total amount of REP in your world. + """ + Change the total amount of REP in your world. + At least 960 REP is needed to finish the game. - Will be rounded to the nearest number divisible by 8.""" + + Will be rounded to the nearest number divisible by 8. + """ display_name = "Total REP" range_start = 1000 range_end = 2000 @@ -74,12 +88,16 @@ def increment_item(item: int) -> int: class EndingREP(Toggle): - """Changes the final boss to require 1000 REP instead of 960 REP to start.""" + """ + Changes the final boss to require 1000 REP instead of 960 REP to start. + """ display_name = "Extra REP Required" class StartStyle(Choice): - """Choose which movestyle to start with.""" + """ + Choose which movestyle to start with. + """ display_name = "Starting Movestyle" option_skateboard = 2 option_inline_skates = 3 @@ -88,17 +106,22 @@ class StartStyle(Choice): class LimitedGraffiti(Toggle): - """Each graffiti design can only be used a limited number of times before being removed from your inventory. - In some cases, such as completing a dream, using graffiti to defeat enemies, or spraying over your own graffiti, - uses will not be counted. - If enabled, doing graffiti is disabled during crew battles, to prevent softlocking.""" + """ + Each graffiti design can only be used a limited number of times before being removed from your inventory. + + In some cases, such as completing a dream, using graffiti to defeat enemies, or spraying over your own graffiti, uses will not be counted. + + If enabled, doing graffiti is disabled during crew battles, to prevent softlocking. + """ display_name = "Limited Graffiti" class SGraffiti(Choice): - """Choose if small graffiti should be separate, meaning that you will need to switch characters every time you run - out, or combined, meaning that unlocking new characters will add 5 uses that any character can use. - Has no effect if Limited Graffiti is disabled.""" + """ + Choose if small graffiti should be separate, meaning that you will need to switch characters every time you run out, or combined, meaning that unlocking new characters will add 5 uses that any character can use. + + Has no effect if Limited Graffiti is disabled. + """ display_name = "Small Graffiti Uses" option_separate = 0 option_combined = 1 @@ -106,19 +129,27 @@ class SGraffiti(Choice): class JunkPhotos(Toggle): - """Skip taking pictures of Polo for items.""" + """ + Skip taking pictures of Polo for items. + """ display_name = "Skip Polo Photos" class DontSavePhotos(Toggle): - """Photos taken with the Camera app will not be saved. - This can be changed later in the options menu inside the Archipelago phone app.""" + """ + Photos taken with the Camera app will not be saved. + + This can be changed later in the options menu inside the Archipelago phone app. + """ display_name = "Don't Save Photos" class ScoreDifficulty(Choice): - """Alters the score required to win score challenges and crew battles. - This can be changed later in the options menu inside the Archipelago phone app.""" + """ + Alters the score required to win score challenges and crew battles. + + This can be changed later in the options menu inside the Archipelago phone app. + """ display_name = "Score Difficulty" option_normal = 0 option_medium = 1 @@ -129,10 +160,14 @@ class ScoreDifficulty(Choice): class DamageMultiplier(Range): - """Multiplies all damage received. + """ + Multiplies all damage received. + At 3x, most damage will OHKO the player, including falling into pits. At 6x, all damage will OHKO the player. - This can be changed later in the options menu inside the Archipelago phone app.""" + + This can be changed later in the options menu inside the Archipelago phone app. + """ display_name = "Damage Multiplier" range_start = 1 range_end = 6 @@ -140,8 +175,11 @@ class DamageMultiplier(Range): class BRCDeathLink(DeathLink): - """When you die, everyone dies. The reverse is also true. - This can be changed later in the options menu inside the Archipelago phone app.""" + """ + When you die, everyone dies. The reverse is also true. + + This can be changed later in the options menu inside the Archipelago phone app. + """ @dataclass diff --git a/worlds/celeste64/Options.py b/worlds/celeste64/Options.py index a2d142b8a5fd..9a67e7d7d4f5 100644 --- a/worlds/celeste64/Options.py +++ b/worlds/celeste64/Options.py @@ -1,6 +1,6 @@ from dataclasses import dataclass -from Options import Choice, Range, Toggle, DeathLink, PerGameCommonOptions +from Options import Choice, Range, Toggle, DeathLink, OptionGroup, PerGameCommonOptions class DeathLinkAmnesty(Range): @@ -47,7 +47,9 @@ class MoveShuffle(Toggle): - Air Dash - Skid Jump - Climb + NOTE: Having Move Shuffle and Standard Logic Difficulty will guarantee that one of the four Move items will be immediately accessible + WARNING: Combining Move Shuffle and Hard Logic Difficulty can require very difficult tricks """ display_name = "Move Shuffle" @@ -75,7 +77,9 @@ class Carsanity(Toggle): class BadelineChaserSource(Choice): """ What type of action causes more Badeline Chasers to start spawning + Locations: The number of locations you've checked contributes to Badeline Chasers + Strawberries: The number of Strawberry items you've received contributes to Badeline Chasers """ display_name = "Badeline Chaser Source" @@ -86,7 +90,9 @@ class BadelineChaserSource(Choice): class BadelineChaserFrequency(Range): """ How many of the `Badeline Chaser Source` actions must occur to make each Badeline Chaser start spawning + NOTE: Choosing `0` disables Badeline Chasers entirely + WARNING: Turning on Badeline Chasers alongside Move Shuffle could result in extremely difficult situations """ display_name = "Badeline Chaser Frequency" @@ -104,6 +110,24 @@ class BadelineChaserSpeed(Range): default = 3 +celeste_64_option_groups = [ + OptionGroup("Goal Options", [ + TotalStrawberries, + StrawberriesRequiredPercentage, + ]), + OptionGroup("Sanity Options", [ + Friendsanity, + Signsanity, + Carsanity, + ]), + OptionGroup("Badeline Chasers", [ + BadelineChaserSource, + BadelineChaserFrequency, + BadelineChaserSpeed, + ]), +] + + @dataclass class Celeste64Options(PerGameCommonOptions): death_link: DeathLink diff --git a/worlds/celeste64/__init__.py b/worlds/celeste64/__init__.py index d7e074623b34..7786e381230a 100644 --- a/worlds/celeste64/__init__.py +++ b/worlds/celeste64/__init__.py @@ -7,7 +7,7 @@ from .Locations import Celeste64Location, strawberry_location_data_table, friend_location_data_table,\ sign_location_data_table, car_location_data_table, location_table from .Names import ItemName, LocationName -from .Options import Celeste64Options +from .Options import Celeste64Options, celeste_64_option_groups class Celeste64WebWorld(WebWorld): @@ -24,6 +24,8 @@ class Celeste64WebWorld(WebWorld): tutorials = [setup_en] + option_groups = celeste_64_option_groups + class Celeste64World(World): """Relive the magic of Celeste Mountain alongside Madeline in this small, heartfelt 3D platformer. diff --git a/worlds/dkc3/Options.py b/worlds/dkc3/Options.py index 06be30cf15ae..b114a503b982 100644 --- a/worlds/dkc3/Options.py +++ b/worlds/dkc3/Options.py @@ -1,13 +1,15 @@ from dataclasses import dataclass import typing -from Options import Choice, Range, Option, Toggle, DeathLink, DefaultOnToggle, OptionList, PerGameCommonOptions +from Options import Choice, Range, Toggle, DeathLink, DefaultOnToggle, OptionGroup, PerGameCommonOptions class Goal(Choice): """ Determines the goal of the seed + Knautilus: Scuttle the Knautilus in Krematoa and defeat Baron K. Roolenstein + Banana Bird Hunt: Find a certain number of Banana Birds and rescue their mother """ display_name = "Goal" @@ -26,6 +28,7 @@ class IncludeTradeSequence(Toggle): class DKCoinsForGyrocopter(Range): """ How many DK Coins are needed to unlock the Gyrocopter + Note: Achieving this number before unlocking the Turbo Ski will cause the game to grant you a one-time upgrade to the next non-unlocked boat, until you return to Funky. Logic does not assume that you will use this. @@ -93,6 +96,7 @@ class LevelShuffle(Toggle): class Difficulty(Choice): """ Which Difficulty Level to use + NORML: The Normal Difficulty HARDR: Many DK Barrels are removed TUFST: Most DK Barrels and all Midway Barrels are removed @@ -159,19 +163,40 @@ class StartingLifeCount(Range): default = 5 +dkc3_option_groups = [ + OptionGroup("Goal Options", [ + Goal, + KrematoaBonusCoinCost, + PercentageOfExtraBonusCoins, + NumberOfBananaBirds, + PercentageOfBananaBirds, + ]), + OptionGroup("Aesthetics", [ + Autosave, + MERRY, + MusicShuffle, + KongPaletteSwap, + StartingLifeCount, + ]), +] + + @dataclass class DKC3Options(PerGameCommonOptions): #death_link: DeathLink # Disabled - goal: Goal #include_trade_sequence: IncludeTradeSequence # Disabled - dk_coins_for_gyrocopter: DKCoinsForGyrocopter + + goal: Goal krematoa_bonus_coin_cost: KrematoaBonusCoinCost percentage_of_extra_bonus_coins: PercentageOfExtraBonusCoins number_of_banana_birds: NumberOfBananaBirds percentage_of_banana_birds: PercentageOfBananaBirds + + dk_coins_for_gyrocopter: DKCoinsForGyrocopter kongsanity: KONGsanity level_shuffle: LevelShuffle difficulty: Difficulty + autosave: Autosave merry: MERRY music_shuffle: MusicShuffle diff --git a/worlds/dkc3/__init__.py b/worlds/dkc3/__init__.py index 54f891ff223b..de6fb4a44a03 100644 --- a/worlds/dkc3/__init__.py +++ b/worlds/dkc3/__init__.py @@ -4,20 +4,21 @@ import math import threading -import settings from BaseClasses import Item, MultiWorld, Tutorial, ItemClassification from Options import PerGameCommonOptions +import Patch +import settings +from worlds.AutoWorld import WebWorld, World + +from .Client import DKC3SNIClient from .Items import DKC3Item, ItemData, item_table, inventory_table, junk_table -from .Locations import DKC3Location, all_locations, setup_locations -from .Options import DKC3Options -from .Regions import create_regions, connect_regions from .Levels import level_list -from .Rules import set_rules +from .Locations import DKC3Location, all_locations, setup_locations from .Names import ItemName, LocationName -from .Client import DKC3SNIClient -from worlds.AutoWorld import WebWorld, World +from .Options import DKC3Options, dkc3_option_groups +from .Regions import create_regions, connect_regions from .Rom import LocalRom, patch_rom, get_base_rom_path, DKC3DeltaPatch -import Patch +from .Rules import set_rules class DK3Settings(settings.Group): @@ -41,9 +42,11 @@ class DKC3Web(WebWorld): "setup/en", ["PoryGone"] ) - + tutorials = [setup_en] + option_groups = dkc3_option_groups + class DKC3World(World): """ diff --git a/worlds/hylics2/Options.py b/worlds/hylics2/Options.py index 0c50fb42beb4..db9c316a7b1b 100644 --- a/worlds/hylics2/Options.py +++ b/worlds/hylics2/Options.py @@ -1,25 +1,38 @@ from dataclasses import dataclass from Options import Choice, Removed, Toggle, DefaultOnToggle, DeathLink, PerGameCommonOptions + class PartyShuffle(Toggle): - """Shuffles party members into the pool. - Note that enabling this can potentially increase both the difficulty and length of a run.""" + """ + Shuffles party members into the item pool. + + Note that enabling this can significantly increase both the difficulty and length of a run. + """ display_name = "Shuffle Party Members" + class GestureShuffle(Choice): - """Choose where gestures will appear in the item pool.""" + """ + Choose where gestures will appear in the item pool. + """ display_name = "Shuffle Gestures" option_anywhere = 0 option_tvs_only = 1 option_default_locations = 2 default = 0 + class MedallionShuffle(Toggle): - """Shuffles red medallions into the pool.""" + """ + Shuffles red medallions into the item pool. + """ display_name = "Shuffle Red Medallions" + class StartLocation(Choice): - """Select the starting location from 1 of 4 positions.""" + """ + Select the starting location from 1 of 4 positions. + """ display_name = "Start Location" option_waynehouse = 0 option_viewaxs_edifice = 1 @@ -35,14 +48,23 @@ def get_option_name(cls, value: int) -> str: return "TV Island" return super().get_option_name(value) + class ExtraLogic(DefaultOnToggle): - """Include some extra items in logic (CHARGE UP, 1x PAPER CUP) to prevent the game from becoming too difficult.""" + """ + Include some extra items in logic (CHARGE UP, 1x PAPER CUP) to prevent the game from becoming too difficult. + """ display_name = "Extra Items in Logic" + class Hylics2DeathLink(DeathLink): - """When you die, everyone dies. The reverse is also true. + """ + When you die, everyone dies. The reverse is also true. + Note that this also includes death by using the PERISH gesture. - Can be toggled via in-game console command "/deathlink".""" + + Can be toggled via in-game console command "/deathlink". + """ + @dataclass class Hylics2Options(PerGameCommonOptions): diff --git a/worlds/mlss/Client.py b/worlds/mlss/Client.py index a1cd43afbae8..1f08b85610d6 100644 --- a/worlds/mlss/Client.py +++ b/worlds/mlss/Client.py @@ -48,10 +48,6 @@ async def validate_rom(self, ctx: "BizHawkClientContext") -> bool: rom_name_bytes = await bizhawk.read(ctx.bizhawk_ctx, [(0xA0, 14, "ROM")]) rom_name = bytes([byte for byte in rom_name_bytes[0] if byte != 0]).decode("UTF-8") if not rom_name.startswith("MARIO&LUIGIUA8"): - logger.info( - "ERROR: You have opened a game that is not Mario & Luigi Superstar Saga. " - "Please make sure you are opening the correct ROM." - ) return False except UnicodeDecodeError: return False diff --git a/worlds/sa2b/Options.py b/worlds/sa2b/Options.py index b2980426920a..438e59de5e16 100644 --- a/worlds/sa2b/Options.py +++ b/worlds/sa2b/Options.py @@ -1,18 +1,26 @@ -import typing +from dataclasses import dataclass -from Options import Choice, Range, Option, Toggle, DeathLink, DefaultOnToggle, OptionList +from Options import Choice, Range, Toggle, DeathLink, DefaultOnToggle, OptionGroup, PerGameCommonOptions class Goal(Choice): """ Determines the goal of the seed + Biolizard: Finish Cannon's Core and defeat the Biolizard and Finalhazard + Chaos Emerald Hunt: Find the Seven Chaos Emeralds and reach Green Hill Zone + Finalhazard Chaos Emerald Hunt: Find the Seven Chaos Emeralds and reach Green Hill Zone, then defeat Finalhazard + Grand Prix: Win every race in Kart Race Mode (all standard levels are disabled) + Boss Rush: Beat all of the bosses in the Boss Rush, ending with Finalhazard + Cannon's Core Boss Rush: Beat Cannon's Core, then beat all of the bosses in the Boss Rush, ending with Finalhazard + Boss Rush Chaos Emerald Hunt: Find the Seven Chaos Emeralds, then beat all of the bosses in the Boss Rush, ending with Finalhazard + Chaos Chao: Raise a Chaos Chao to win """ display_name = "Goal" @@ -46,9 +54,13 @@ class MissionShuffle(Toggle): class BossRushShuffle(Choice): """ Determines how bosses in Boss Rush Mode are shuffled + Vanilla: Bosses appear in the Vanilla ordering + Shuffled: The same bosses appear, but in a random order + Chaos: Each boss is randomly chosen separately (one will always be King Boom Boo) + Singularity: One boss is chosen and placed in every slot (one will always be replaced with King Boom Boo) """ display_name = "Boss Rush Shuffle" @@ -196,9 +208,13 @@ class Keysanity(Toggle): class Whistlesanity(Choice): """ Determines whether whistling at various spots grants checks + None: No Whistle Spots grant checks + Pipes: Whistling at Pipes grants checks (97 Locations) + Hidden: Whistling at Hidden Whistle Spots grants checks (32 Locations) + Both: Whistling at both Pipes and Hidden Whistle Spots grants checks (129 Locations) """ display_name = "Whistlesanity" @@ -228,8 +244,9 @@ class Omosanity(Toggle): class Animalsanity(Toggle): """ Determines whether unique counts of animals grant checks. - ALL animals must be collected in a single run of a mission to get all checks. (421 Locations) + + ALL animals must be collected in a single run of a mission to get all checks. """ display_name = "Animalsanity" @@ -237,8 +254,11 @@ class Animalsanity(Toggle): class KartRaceChecks(Choice): """ Determines whether Kart Race Mode grants checks + None: No Kart Races grant checks + Mini: Each Kart Race difficulty must be beaten only once + Full: Every Character must separately beat each Kart Race difficulty """ display_name = "Kart Race Checks" @@ -271,8 +291,11 @@ class NumberOfLevelGates(Range): class LevelGateDistribution(Choice): """ Determines how levels are distributed between level gate regions + Early: Earlier regions will have more levels than later regions + Even: Levels will be evenly distributed between all regions + Late: Later regions will have more levels than earlier regions """ display_name = "Level Gate Distribution" @@ -296,7 +319,9 @@ class LevelGateCosts(Choice): class MaximumEmblemCap(Range): """ Determines the maximum number of emblems that can be in the item pool. + If fewer available locations exist in the pool than this number, the number of available locations will be used instead. + Gate and Cannon's Core costs will be calculated based off of that number. """ display_name = "Max Emblem Cap" @@ -321,9 +346,13 @@ class RequiredRank(Choice): class ChaoRaceDifficulty(Choice): """ Determines the number of Chao Race difficulty levels included. Easier difficulty settings means fewer Chao Race checks + None: No Chao Races have checks + Beginner: Beginner Races + Intermediate: Beginner, Challenge, Hero, and Dark Races + Expert: Beginner, Challenge, Hero, Dark and Jewel Races """ display_name = "Chao Race Difficulty" @@ -350,9 +379,10 @@ class ChaoKarateDifficulty(Choice): class ChaoStadiumChecks(Choice): """ Determines which Chao Stadium activities grant checks + All: Each individual race and karate fight grants a check - Prize: Only the races which grant Chao Toys grant checks (final race of each Beginner and Jewel cup, 4th, 8th, and - 12th Challenge Races, 2nd and 4th Hero and Dark Races, final fight of each Karate difficulty) + + Prize: Only the races which grant Chao Toys grant checks (final race of each Beginner and Jewel cup, 4th, 8th, and 12th Challenge Races, 2nd and 4th Hero and Dark Races, final fight of each Karate difficulty) """ display_name = "Chao Stadium Checks" option_all = 0 @@ -374,6 +404,7 @@ class ChaoStats(Range): class ChaoStatsFrequency(Range): """ Determines how many levels in each Chao Stat grant checks (up to the maximum set in the `chao_stats` option) + `1` means every level is included, `2` means every other level is included, `3` means every third, and so on """ display_name = "Chao Stats Frequency" @@ -408,8 +439,11 @@ class ChaoKindergarten(Choice): """ Determines whether learning the lessons from the Kindergarten Classroom grants checks (WARNING: VERY SLOW) + None: No Kindergarten classes have checks + Basics: One class from each category (Drawing, Dance, Song, and Instrument) is a check (4 Locations) + Full: Every class is a check (23 Locations) """ display_name = "Chao Kindergarten Checks" @@ -443,8 +477,8 @@ class BlackMarketUnlockCosts(Choice): class BlackMarketPriceMultiplier(Range): """ Determines how many rings the Black Market items cost - The base ring costs of items in the Black Market range from 50-100, - and are then multiplied by this value + + The base ring costs of items in the Black Market range from 50-100, and are then multiplied by this value """ display_name = "Black Market Price Multiplier" range_start = 0 @@ -469,7 +503,9 @@ class ChaoEntranceRandomization(Toggle): class RequiredCannonsCoreMissions(Choice): """ Determines how many Cannon's Core missions must be completed (for Biolizard or Cannon's Core goals) + First: Only the first mission must be completed + All Active: All active Cannon's Core missions must be completed """ display_name = "Required Cannon's Core Missions" @@ -665,8 +701,11 @@ class CannonsCoreMission5(DefaultOnToggle): class RingLoss(Choice): """ How taking damage is handled + Classic: You lose all of your rings when hit + Modern: You lose 20 rings when hit + OHKO: You die immediately when hit (NOTE: Some Hard Logic tricks may require damage boosts!) """ display_name = "Ring Loss" @@ -693,9 +732,13 @@ class RingLink(Toggle): class SADXMusic(Choice): """ Whether the randomizer will include Sonic Adventure DX Music in the music pool + SA2B: Only SA2B music will be played + SADX: Only SADX music will be played + Both: Both SA2B and SADX music will be played + NOTE: This option requires the player to own a PC copy of SADX and to follow the addition steps in the setup guide. """ display_name = "SADX Music" @@ -715,9 +758,13 @@ def get_option_name(cls, value) -> str: class MusicShuffle(Choice): """ What type of Music Shuffle is used + None: No music is shuffled. + Levels: Level music is shuffled. + Full: Level, Menu, and Additional music is shuffled. + Singularity: Level, Menu, and Additional music is all replaced with a single random song. """ display_name = "Music Shuffle Type" @@ -731,10 +778,15 @@ class MusicShuffle(Choice): class VoiceShuffle(Choice): """ What type of Voice Shuffle is used + None: No voices are shuffled. + Shuffled: Voices are shuffled. + Rude: Voices are shuffled, but some are replaced with rude words. + Chao: All voices are replaced with chao sounds. + Singularity: All voices are replaced with a single random voice. """ display_name = "Voice Shuffle Type" @@ -768,7 +820,9 @@ class Narrator(Choice): class LogicDifficulty(Choice): """ What set of Upgrade Requirement logic to use + Standard: The logic assumes the "intended" usage of Upgrades to progress through levels + Hard: Some simple skips or sequence breaks may be required """ display_name = "Logic Difficulty" @@ -777,96 +831,195 @@ class LogicDifficulty(Choice): default = 0 -sa2b_options: typing.Dict[str, type(Option)] = { - "goal": Goal, - - "mission_shuffle": MissionShuffle, - "boss_rush_shuffle": BossRushShuffle, - - "keysanity": Keysanity, - "whistlesanity": Whistlesanity, - "beetlesanity": Beetlesanity, - "omosanity": Omosanity, - "animalsanity": Animalsanity, - "kart_race_checks": KartRaceChecks, - - "logic_difficulty": LogicDifficulty, - "required_rank": RequiredRank, - "required_cannons_core_missions": RequiredCannonsCoreMissions, - - "emblem_percentage_for_cannons_core": EmblemPercentageForCannonsCore, - "number_of_level_gates": NumberOfLevelGates, - "level_gate_distribution": LevelGateDistribution, - "level_gate_costs": LevelGateCosts, - "max_emblem_cap": MaximumEmblemCap, - - "chao_race_difficulty": ChaoRaceDifficulty, - "chao_karate_difficulty": ChaoKarateDifficulty, - "chao_stadium_checks": ChaoStadiumChecks, - "chao_stats": ChaoStats, - "chao_stats_frequency": ChaoStatsFrequency, - "chao_stats_stamina": ChaoStatsStamina, - "chao_stats_hidden": ChaoStatsHidden, - "chao_animal_parts": ChaoAnimalParts, - "chao_kindergarten": ChaoKindergarten, - "black_market_slots": BlackMarketSlots, - "black_market_unlock_costs": BlackMarketUnlockCosts, - "black_market_price_multiplier": BlackMarketPriceMultiplier, - "shuffle_starting_chao_eggs": ShuffleStartingChaoEggs, - "chao_entrance_randomization": ChaoEntranceRandomization, - - "junk_fill_percentage": JunkFillPercentage, - "trap_fill_percentage": TrapFillPercentage, - "omochao_trap_weight": OmochaoTrapWeight, - "timestop_trap_weight": TimestopTrapWeight, - "confusion_trap_weight": ConfusionTrapWeight, - "tiny_trap_weight": TinyTrapWeight, - "gravity_trap_weight": GravityTrapWeight, - "exposition_trap_weight": ExpositionTrapWeight, - #"darkness_trap_weight": DarknessTrapWeight, - "ice_trap_weight": IceTrapWeight, - "slow_trap_weight": SlowTrapWeight, - "cutscene_trap_weight": CutsceneTrapWeight, - "reverse_trap_weight": ReverseTrapWeight, - "pong_trap_weight": PongTrapWeight, - "minigame_trap_difficulty": MinigameTrapDifficulty, - - "sadx_music": SADXMusic, - "music_shuffle": MusicShuffle, - "voice_shuffle": VoiceShuffle, - "narrator": Narrator, - "ring_loss": RingLoss, - - "speed_mission_count": SpeedMissionCount, - "speed_mission_2": SpeedMission2, - "speed_mission_3": SpeedMission3, - "speed_mission_4": SpeedMission4, - "speed_mission_5": SpeedMission5, - - "mech_mission_count": MechMissionCount, - "mech_mission_2": MechMission2, - "mech_mission_3": MechMission3, - "mech_mission_4": MechMission4, - "mech_mission_5": MechMission5, - - "hunt_mission_count": HuntMissionCount, - "hunt_mission_2": HuntMission2, - "hunt_mission_3": HuntMission3, - "hunt_mission_4": HuntMission4, - "hunt_mission_5": HuntMission5, - - "kart_mission_count": KartMissionCount, - "kart_mission_2": KartMission2, - "kart_mission_3": KartMission3, - "kart_mission_4": KartMission4, - "kart_mission_5": KartMission5, - - "cannons_core_mission_count": CannonsCoreMissionCount, - "cannons_core_mission_2": CannonsCoreMission2, - "cannons_core_mission_3": CannonsCoreMission3, - "cannons_core_mission_4": CannonsCoreMission4, - "cannons_core_mission_5": CannonsCoreMission5, - - "ring_link": RingLink, - "death_link": DeathLink, -} +sa2b_option_groups = [ + OptionGroup("General Options", [ + Goal, + BossRushShuffle, + LogicDifficulty, + RequiredRank, + MaximumEmblemCap, + RingLoss, + ]), + OptionGroup("Stages", [ + MissionShuffle, + EmblemPercentageForCannonsCore, + RequiredCannonsCoreMissions, + NumberOfLevelGates, + LevelGateCosts, + LevelGateDistribution, + ]), + OptionGroup("Sanity Options", [ + Keysanity, + Whistlesanity, + Beetlesanity, + Omosanity, + Animalsanity, + KartRaceChecks, + ]), + OptionGroup("Chao", [ + BlackMarketSlots, + BlackMarketUnlockCosts, + BlackMarketPriceMultiplier, + ChaoRaceDifficulty, + ChaoKarateDifficulty, + ChaoStadiumChecks, + ChaoAnimalParts, + ChaoStats, + ChaoStatsFrequency, + ChaoStatsStamina, + ChaoStatsHidden, + ChaoKindergarten, + ShuffleStartingChaoEggs, + ChaoEntranceRandomization, + ]), + OptionGroup("Junk and Traps", [ + JunkFillPercentage, + TrapFillPercentage, + OmochaoTrapWeight, + TimestopTrapWeight, + ConfusionTrapWeight, + TinyTrapWeight, + GravityTrapWeight, + ExpositionTrapWeight, + IceTrapWeight, + SlowTrapWeight, + CutsceneTrapWeight, + ReverseTrapWeight, + PongTrapWeight, + MinigameTrapDifficulty, + ]), + OptionGroup("Speed Missions", [ + SpeedMissionCount, + SpeedMission2, + SpeedMission3, + SpeedMission4, + SpeedMission5, + ]), + OptionGroup("Mech Missions", [ + MechMissionCount, + MechMission2, + MechMission3, + MechMission4, + MechMission5, + ]), + OptionGroup("Hunt Missions", [ + HuntMissionCount, + HuntMission2, + HuntMission3, + HuntMission4, + HuntMission5, + ]), + OptionGroup("Kart Missions", [ + KartMissionCount, + KartMission2, + KartMission3, + KartMission4, + KartMission5, + ]), + OptionGroup("Cannon's Core Missions", [ + CannonsCoreMissionCount, + CannonsCoreMission2, + CannonsCoreMission3, + CannonsCoreMission4, + CannonsCoreMission5, + ]), + OptionGroup("Aesthetics", [ + SADXMusic, + MusicShuffle, + VoiceShuffle, + Narrator, + ]), +] + + +@dataclass +class SA2BOptions(PerGameCommonOptions): + goal: Goal + boss_rush_shuffle: BossRushShuffle + logic_difficulty: LogicDifficulty + required_rank: RequiredRank + max_emblem_cap: MaximumEmblemCap + ring_loss: RingLoss + + mission_shuffle: MissionShuffle + required_cannons_core_missions: RequiredCannonsCoreMissions + emblem_percentage_for_cannons_core: EmblemPercentageForCannonsCore + number_of_level_gates: NumberOfLevelGates + level_gate_distribution: LevelGateDistribution + level_gate_costs: LevelGateCosts + + keysanity: Keysanity + whistlesanity: Whistlesanity + beetlesanity: Beetlesanity + omosanity: Omosanity + animalsanity: Animalsanity + kart_race_checks: KartRaceChecks + + black_market_slots: BlackMarketSlots + black_market_unlock_costs: BlackMarketUnlockCosts + black_market_price_multiplier: BlackMarketPriceMultiplier + chao_race_difficulty: ChaoRaceDifficulty + chao_karate_difficulty: ChaoKarateDifficulty + chao_stadium_checks: ChaoStadiumChecks + chao_animal_parts: ChaoAnimalParts + chao_stats: ChaoStats + chao_stats_frequency: ChaoStatsFrequency + chao_stats_stamina: ChaoStatsStamina + chao_stats_hidden: ChaoStatsHidden + chao_kindergarten: ChaoKindergarten + shuffle_starting_chao_eggs: ShuffleStartingChaoEggs + chao_entrance_randomization: ChaoEntranceRandomization + + junk_fill_percentage: JunkFillPercentage + trap_fill_percentage: TrapFillPercentage + omochao_trap_weight: OmochaoTrapWeight + timestop_trap_weight: TimestopTrapWeight + confusion_trap_weight: ConfusionTrapWeight + tiny_trap_weight: TinyTrapWeight + gravity_trap_weight: GravityTrapWeight + exposition_trap_weight: ExpositionTrapWeight + #darkness_trap_weight: DarknessTrapWeight + ice_trap_weight: IceTrapWeight + slow_trap_weight: SlowTrapWeight + cutscene_trap_weight: CutsceneTrapWeight + reverse_trap_weight: ReverseTrapWeight + pong_trap_weight: PongTrapWeight + minigame_trap_difficulty: MinigameTrapDifficulty + + sadx_music: SADXMusic + music_shuffle: MusicShuffle + voice_shuffle: VoiceShuffle + narrator: Narrator + + speed_mission_count: SpeedMissionCount + speed_mission_2: SpeedMission2 + speed_mission_3: SpeedMission3 + speed_mission_4: SpeedMission4 + speed_mission_5: SpeedMission5 + + mech_mission_count: MechMissionCount + mech_mission_2: MechMission2 + mech_mission_3: MechMission3 + mech_mission_4: MechMission4 + mech_mission_5: MechMission5 + + hunt_mission_count: HuntMissionCount + hunt_mission_2: HuntMission2 + hunt_mission_3: HuntMission3 + hunt_mission_4: HuntMission4 + hunt_mission_5: HuntMission5 + + kart_mission_count: KartMissionCount + kart_mission_2: KartMission2 + kart_mission_3: KartMission3 + kart_mission_4: KartMission4 + kart_mission_5: KartMission5 + + cannons_core_mission_count: CannonsCoreMissionCount + cannons_core_mission_2: CannonsCoreMission2 + cannons_core_mission_3: CannonsCoreMission3 + cannons_core_mission_4: CannonsCoreMission4 + cannons_core_mission_5: CannonsCoreMission5 + + ring_link: RingLink + death_link: DeathLink diff --git a/worlds/sa2b/__init__.py b/worlds/sa2b/__init__.py index 2023250c96e9..f7d1ca72b09f 100644 --- a/worlds/sa2b/__init__.py +++ b/worlds/sa2b/__init__.py @@ -3,20 +3,20 @@ import logging from BaseClasses import Item, MultiWorld, Tutorial, ItemClassification +from worlds.AutoWorld import WebWorld, World + +from .AestheticData import chao_name_conversion, sample_chao_names, totally_real_item_names, \ + all_exits, all_destinations, multi_rooms, single_rooms, room_to_exits_map, exit_to_room_map, valid_kindergarten_exits +from .GateBosses import get_gate_bosses, get_boss_rush_bosses, get_boss_name from .Items import SA2BItem, ItemData, item_table, upgrades_table, emeralds_table, junk_table, trap_table, item_groups, \ eggs_table, fruits_table, seeds_table, hats_table, animals_table, chaos_drives_table from .Locations import SA2BLocation, all_locations, setup_locations, chao_animal_event_location_table, black_market_location_table -from .Options import sa2b_options +from .Missions import get_mission_table, get_mission_count_table, get_first_and_last_cannons_core_missions +from .Names import ItemName, LocationName +from .Options import SA2BOptions, sa2b_option_groups from .Regions import create_regions, shuffleable_regions, connect_regions, LevelGate, gate_0_whitelist_regions, \ gate_0_blacklist_regions from .Rules import set_rules -from .Names import ItemName, LocationName -from .AestheticData import chao_name_conversion, sample_chao_names, totally_real_item_names, \ - all_exits, all_destinations, multi_rooms, single_rooms, room_to_exits_map, exit_to_room_map, valid_kindergarten_exits -from worlds.AutoWorld import WebWorld, World -from .GateBosses import get_gate_bosses, get_boss_rush_bosses, get_boss_name -from .Missions import get_mission_table, get_mission_count_table, get_first_and_last_cannons_core_missions -import Patch class SA2BWeb(WebWorld): @@ -30,8 +30,9 @@ class SA2BWeb(WebWorld): "setup/en", ["RaspberrySpaceJam", "PoryGone", "Entiss"] ) - + tutorials = [setup_en] + option_groups = sa2b_option_groups def check_for_impossible_shuffle(shuffled_levels: typing.List[int], gate_0_range: int, multiworld: MultiWorld): @@ -54,7 +55,8 @@ class SA2BWorld(World): Sonic Adventure 2 Battle is an action platforming game. Play as Sonic, Tails, Knuckles, Shadow, Rouge, and Eggman across 31 stages and prevent the destruction of the earth. """ game: str = "Sonic Adventure 2 Battle" - option_definitions = sa2b_options + options_dataclass = SA2BOptions + options: SA2BOptions topology_present = False item_name_groups = item_groups diff --git a/worlds/smw/Options.py b/worlds/smw/Options.py index ab7fcccdba5d..545b3c931b42 100644 --- a/worlds/smw/Options.py +++ b/worlds/smw/Options.py @@ -1,12 +1,14 @@ from dataclasses import dataclass -from Options import Choice, Range, Toggle, DeathLink, DefaultOnToggle, PerGameCommonOptions +from Options import Choice, Range, Toggle, DeathLink, DefaultOnToggle, OptionGroup, PerGameCommonOptions class Goal(Choice): """ Determines the goal of the seed + Bowser: Defeat Koopalings, reach Bowser's Castle and defeat Bowser + Yoshi Egg Hunt: Find a certain number of Yoshi Eggs """ display_name = "Goal" @@ -28,7 +30,9 @@ class BossesRequired(Range): class NumberOfYoshiEggs(Range): """ Maximum possible number of Yoshi Eggs that will be in the item pool + If fewer available locations exist in the pool than this number, the number of available locations will be used instead. + Required Percentage of Yoshi Eggs will be calculated based off of that number. """ display_name = "Max Number of Yoshi Eggs" @@ -64,7 +68,9 @@ class MoonChecks(Toggle): class Hidden1UpChecks(Toggle): """ Whether collecting a hidden 1-Up mushroom in a level will grant a check + These checks are considered cryptic as there's no actual indicator that they're in their respective places + Enable this option at your own risk """ display_name = "Hidden 1-Up Checks" @@ -80,7 +86,9 @@ class BonusBlockChecks(Toggle): class Blocksanity(Toggle): """ Whether hitting a block with an item or coin inside will grant a check + Note that some blocks are excluded due to how the option and the game works! + Exclusion list: * Blocks in Top Secret Area & Front Door/Bowser Castle * Blocks that are unreachable unless you glitch your way in @@ -91,10 +99,15 @@ class Blocksanity(Toggle): class BowserCastleDoors(Choice): """ How the doors of Bowser's Castle behave + Vanilla: Front and Back Doors behave as vanilla + Fast: Both doors behave as the Back Door + Slow: Both doors behave as the Front Door + "Front Door" rooms depend on the `bowser_castle_rooms` option + "Back Door" only requires going through the dark hallway to Bowser """ display_name = "Bowser Castle Doors" @@ -107,10 +120,15 @@ class BowserCastleDoors(Choice): class BowserCastleRooms(Choice): """ How the rooms of Bowser's Castle Front Door behave + Vanilla: You can choose which rooms to enter, as in vanilla + Random Two Room: Two random rooms are chosen + Random Five Room: Five random rooms are chosen + Gauntlet: All eight rooms must be cleared + Labyrinth: Which room leads to Bowser? """ display_name = "Bowser Castle Rooms" @@ -125,9 +143,13 @@ class BowserCastleRooms(Choice): class BossShuffle(Choice): """ How bosses are shuffled + None: Bosses are not shuffled + Simple: Four Reznors and the seven Koopalings are shuffled around + Full: Each boss location gets a fully random boss + Singularity: One or two bosses are chosen and placed at every boss location """ display_name = "Boss Shuffle" @@ -148,6 +170,7 @@ class LevelShuffle(Toggle): class ExcludeSpecialZone(Toggle): """ If active, this option will prevent any progression items from being placed in Special Zone levels. + Additionally, if Level Shuffle is active, Special Zone levels will not be shuffled away from their vanilla tiles. """ display_name = "Exclude Special Zone" @@ -155,9 +178,10 @@ class ExcludeSpecialZone(Toggle): class SwapDonutGhostHouseExits(Toggle): """ - If enabled, this option will swap which overworld direction the two exits of the level at the Donut Ghost House - overworld tile go: + If enabled, this option will swap which overworld direction the two exits of the level at the Donut Ghost House overworld tile go: + False: Normal Exit goes up, Secret Exit goes right. + True: Normal Exit goes right, Secret Exit goes up. """ display_name = "Swap Donut GH Exits" @@ -258,6 +282,7 @@ class Autosave(DefaultOnToggle): class EarlyClimb(Toggle): """ Force Climb to appear early in the seed as a local item. + This is particularly useful to prevent BK when Level Shuffle is disabled """ display_name = "Early Climb" @@ -277,9 +302,13 @@ class OverworldSpeed(Choice): class MusicShuffle(Choice): """ Music shuffle type + None: No Music is shuffled + Consistent: Each music track is consistently shuffled throughout the game + Full: Each individual level has a random music track + Singularity: The entire game uses one song for overworld and one song for levels """ display_name = "Music Shuffle" @@ -293,9 +322,13 @@ class MusicShuffle(Choice): class SFXShuffle(Choice): """ Shuffles almost every instance of sound effect playback + Archipelago elements that play sound effects aren't randomized + None: No SFX are shuffled + Full: Each individual SFX call has a random SFX + Singularity: The entire game uses one SFX for every SFX call """ display_name = "Sound Effect Shuffle" @@ -324,8 +357,11 @@ class MarioPalette(Choice): class LevelPaletteShuffle(Choice): """ Whether to shuffle level palettes + Off: Do not shuffle palettes + On Legacy: Uses only the palette sets from the original game + On Curated: Uses custom, hand-crafted palette sets """ display_name = "Level Palette Shuffle" @@ -338,8 +374,11 @@ class LevelPaletteShuffle(Choice): class OverworldPaletteShuffle(Choice): """ Whether to shuffle overworld palettes + Off: Do not shuffle palettes + On Legacy: Uses only the palette sets from the original game + On Curated: Uses custom, hand-crafted palette sets """ display_name = "Overworld Palette Shuffle" @@ -359,6 +398,52 @@ class StartingLifeCount(Range): default = 5 +smw_option_groups = [ + OptionGroup("Goal Options", [ + Goal, + BossesRequired, + NumberOfYoshiEggs, + PercentageOfYoshiEggs, + ]), + OptionGroup("Sanity Options", [ + DragonCoinChecks, + MoonChecks, + Hidden1UpChecks, + BonusBlockChecks, + Blocksanity, + ]), + OptionGroup("Level Shuffling", [ + LevelShuffle, + ExcludeSpecialZone, + BowserCastleDoors, + BowserCastleRooms, + BossShuffle, + SwapDonutGhostHouseExits, + ]), + OptionGroup("Junk and Traps", [ + JunkFillPercentage, + TrapFillPercentage, + IceTrapWeight, + StunTrapWeight, + LiteratureTrapWeight, + TimerTrapWeight, + ReverseTrapWeight, + ThwimpTrapWeight, + ]), + OptionGroup("Aesthetics", [ + DisplayReceivedItemPopups, + Autosave, + OverworldSpeed, + MusicShuffle, + SFXShuffle, + MarioPalette, + LevelPaletteShuffle, + OverworldPaletteShuffle, + StartingLifeCount, + ]), +] + + @dataclass class SMWOptions(PerGameCommonOptions): death_link: DeathLink diff --git a/worlds/smw/Presets.py b/worlds/smw/Presets.py new file mode 100644 index 000000000000..17a80e3efccd --- /dev/null +++ b/worlds/smw/Presets.py @@ -0,0 +1,57 @@ +from typing import Dict, Any + +all_random = { + "goal": "random", + "bosses_required": "random", + "max_yoshi_egg_cap": "random", + "percentage_of_yoshi_eggs": "random", + "dragon_coin_checks": "random", + "moon_checks": "random", + "hidden_1up_checks": "random", + "bonus_block_checks": "random", + "blocksanity": "random", + "bowser_castle_doors": "random", + "bowser_castle_rooms": "random", + "level_shuffle": "random", + "exclude_special_zone": "random", + "boss_shuffle": "random", + "swap_donut_gh_exits": "random", + "display_received_item_popups": "random", + "junk_fill_percentage": "random", + "trap_fill_percentage": "random", + "ice_trap_weight": "random", + "stun_trap_weight": "random", + "literature_trap_weight": "random", + "timer_trap_weight": "random", + "reverse_trap_weight": "random", + "thwimp_trap_weight": "random", + "autosave": "random", + "early_climb": "random", + "overworld_speed": "random", + "music_shuffle": "random", + "sfx_shuffle": "random", + "mario_palette": "random", + "level_palette_shuffle": "random", + "overworld_palette_shuffle": "random", + "starting_life_count": "random", +} + +allsanity = { + "dragon_coin_checks": True, + "moon_checks": True, + "hidden_1up_checks": True, + "bonus_block_checks": True, + "blocksanity": True, + "level_shuffle": True, + "boss_shuffle": "full", + "music_shuffle": "full", + "sfx_shuffle": "full", + "mario_palette": "random", + "level_palette_shuffle": "on_curated", + "overworld_palette_shuffle": "on_curated", +} + +smw_options_presets: Dict[str, Dict[str, Any]] = { + "All Random": all_random, + "Allsanity": allsanity, +} diff --git a/worlds/smw/__init__.py b/worlds/smw/__init__.py index 875491a8d022..97fc84f003a0 100644 --- a/worlds/smw/__init__.py +++ b/worlds/smw/__init__.py @@ -6,17 +6,19 @@ import threading from BaseClasses import Item, MultiWorld, Tutorial, ItemClassification +from worlds.AutoWorld import WebWorld, World +from worlds.generic.Rules import add_rule, exclusion_rules + +from .Client import SMWSNIClient from .Items import SMWItem, ItemData, item_table, junk_table -from .Locations import SMWLocation, all_locations, setup_locations, special_zone_level_names, special_zone_dragon_coin_names, special_zone_hidden_1up_names, special_zone_blocksanity_names -from .Options import SMWOptions -from .Regions import create_regions, connect_regions from .Levels import full_level_list, generate_level_list, location_id_to_level_id -from .Rules import set_rules -from worlds.generic.Rules import add_rule, exclusion_rules +from .Locations import SMWLocation, all_locations, setup_locations, special_zone_level_names, special_zone_dragon_coin_names, special_zone_hidden_1up_names, special_zone_blocksanity_names from .Names import ItemName, LocationName -from .Client import SMWSNIClient -from worlds.AutoWorld import WebWorld, World +from .Options import SMWOptions, smw_option_groups +from .Presets import smw_options_presets +from .Regions import create_regions, connect_regions from .Rom import LocalRom, patch_rom, get_base_rom_path, SMWDeltaPatch +from .Rules import set_rules class SMWSettings(settings.Group): @@ -40,9 +42,12 @@ class SMWWeb(WebWorld): "setup/en", ["PoryGone"] ) - + tutorials = [setup_en] + option_groups = smw_option_groups + options_presets = smw_options_presets + class SMWWorld(World): """ diff --git a/worlds/subnautica/options.py b/worlds/subnautica/options.py index 6554425dc7e4..4bdd9aafa53f 100644 --- a/worlds/subnautica/options.py +++ b/worlds/subnautica/options.py @@ -120,7 +120,7 @@ class FillerItemsDistribution(ItemDict): """Random chance weights of various filler resources that can be obtained. Available items: """ __doc__ += ", ".join(f"\"{item_name}\"" for item_name in item_names_by_type[ItemType.resource]) - _valid_keys = frozenset(item_names_by_type[ItemType.resource]) + valid_keys = sorted(item_names_by_type[ItemType.resource]) default = {item_name: 1 for item_name in item_names_by_type[ItemType.resource]} display_name = "Filler Items Distribution" diff --git a/worlds/tunic/__init__.py b/worlds/tunic/__init__.py index 20fbd82df2c3..8e8957144de6 100644 --- a/worlds/tunic/__init__.py +++ b/worlds/tunic/__init__.py @@ -8,7 +8,7 @@ from .regions import tunic_regions from .er_scripts import create_er_regions from .er_data import portal_mapping -from .options import TunicOptions, EntranceRando +from .options import TunicOptions, EntranceRando, tunic_option_groups from worlds.AutoWorld import WebWorld, World from worlds.generic import PlandoConnection from decimal import Decimal, ROUND_HALF_UP @@ -27,6 +27,7 @@ class TunicWeb(WebWorld): ] theme = "grassFlowers" game = "TUNIC" + option_groups = tunic_option_groups class TunicItem(Item): diff --git a/worlds/tunic/options.py b/worlds/tunic/options.py index 605bb065fda8..1f12b5053dc9 100644 --- a/worlds/tunic/options.py +++ b/worlds/tunic/options.py @@ -1,30 +1,38 @@ from dataclasses import dataclass -from Options import DefaultOnToggle, Toggle, StartInventoryPool, Choice, Range, TextChoice, PerGameCommonOptions +from Options import (DefaultOnToggle, Toggle, StartInventoryPool, Choice, Range, TextChoice, PerGameCommonOptions, + OptionGroup) class SwordProgression(DefaultOnToggle): - """Adds four sword upgrades to the item pool that will progressively grant stronger melee weapons, including two new swords with increased range and attack power.""" + """ + Adds four sword upgrades to the item pool that will progressively grant stronger melee weapons, including two new swords with increased range and attack power. + """ internal_name = "sword_progression" display_name = "Sword Progression" class StartWithSword(Toggle): - """Start with a sword in the player's inventory. Does not count towards Sword Progression.""" + """ + Start with a sword in the player's inventory. Does not count towards Sword Progression. + """ internal_name = "start_with_sword" display_name = "Start With Sword" class KeysBehindBosses(Toggle): - """Places the three hexagon keys behind their respective boss fight in your world.""" + """ + Places the three hexagon keys behind their respective boss fight in your world. + """ internal_name = "keys_behind_bosses" display_name = "Keys Behind Bosses" class AbilityShuffling(Toggle): - """Locks the usage of Prayer, Holy Cross*, and the Icebolt combo until the relevant pages of the manual have been found. + """ + Locks the usage of Prayer, Holy Cross*, and the Icebolt combo until the relevant pages of the manual have been found. If playing Hexagon Quest, abilities are instead randomly unlocked after obtaining 25%, 50%, and 75% of the required Hexagon goal amount. - *Certain Holy Cross usages are still allowed, such as the free bomb codes, the seeking spell, and other player-facing codes. + * Certain Holy Cross usages are still allowed, such as the free bomb codes, the seeking spell, and other player-facing codes. """ internal_name = "ability_shuffling" display_name = "Shuffle Abilities" @@ -37,9 +45,9 @@ class LogicRules(Choice): No Major Glitches: Sneaky Laurels zips, ice grapples through doors, shooting the west bell, and boss quick kills are included in logic. * Ice grappling through the Ziggurat door is not in logic since you will get stuck in there without Prayer. Unrestricted: Logic in No Major Glitches, as well as ladder storage to get to certain places early. - *Torch is given to the player at the start of the game due to the high softlock potential with various tricks. Using the torch is not required in logic. - *Using Ladder Storage to get to individual chests is not in logic to avoid tedium. - *Getting knocked out of the air by enemies during Ladder Storage to reach places is not in logic, except for in Rooted Ziggurat Lower. This is so you're not punished for playing with enemy rando on. + * Torch is given to the player at the start of the game due to the high softlock potential with various tricks. Using the torch is not required in logic. + * Using Ladder Storage to get to individual chests is not in logic to avoid tedium. + * Getting knocked out of the air by enemies during Ladder Storage to reach places is not in logic, except for in Rooted Ziggurat Lower. This is so you're not punished for playing with enemy rando on. """ internal_name = "logic_rules" display_name = "Logic Rules" @@ -52,21 +60,27 @@ class LogicRules(Choice): class Lanternless(Toggle): - """Choose whether you require the Lantern for dark areas. - When enabled, the Lantern is marked as Useful instead of Progression.""" + """ + Choose whether you require the Lantern for dark areas. + When enabled, the Lantern is marked as Useful instead of Progression. + """ internal_name = "lanternless" display_name = "Lanternless" class Maskless(Toggle): - """Choose whether you require the Scavenger's Mask for Lower Quarry. - When enabled, the Scavenger's Mask is marked as Useful instead of Progression.""" + """ + Choose whether you require the Scavenger's Mask for Lower Quarry. + When enabled, the Scavenger's Mask is marked as Useful instead of Progression. + """ internal_name = "maskless" display_name = "Maskless" class FoolTraps(Choice): - """Replaces low-to-medium value money rewards in the item pool with fool traps, which cause random negative effects to the player.""" + """ + Replaces low-to-medium value money rewards in the item pool with fool traps, which cause random negative effects to the player. + """ internal_name = "fool_traps" display_name = "Fool Traps" option_off = 0 @@ -77,13 +91,17 @@ class FoolTraps(Choice): class HexagonQuest(Toggle): - """An alternate goal that shuffles Gold "Questagon" items into the item pool and allows the game to be completed after collecting the required number of them.""" + """ + An alternate goal that shuffles Gold "Questagon" items into the item pool and allows the game to be completed after collecting the required number of them. + """ internal_name = "hexagon_quest" display_name = "Hexagon Quest" class HexagonGoal(Range): - """How many Gold Questagons are required to complete the game on Hexagon Quest.""" + """ + How many Gold Questagons are required to complete the game on Hexagon Quest. + """ internal_name = "hexagon_goal" display_name = "Gold Hexagons Required" range_start = 15 @@ -92,7 +110,9 @@ class HexagonGoal(Range): class ExtraHexagonPercentage(Range): - """How many extra Gold Questagons are shuffled into the item pool, taken as a percentage of the goal amount.""" + """ + How many extra Gold Questagons are shuffled into the item pool, taken as a percentage of the goal amount. + """ internal_name = "extra_hexagon_percentage" display_name = "Percentage of Extra Gold Hexagons" range_start = 0 @@ -118,16 +138,20 @@ class EntranceRando(TextChoice): class FixedShop(Toggle): - """Forces the Windmill entrance to lead to a shop, and removes the remaining shops from the pool. + """ + Forces the Windmill entrance to lead to a shop, and removes the remaining shops from the pool. Adds another entrance in Rooted Ziggurat Lower to keep an even number of entrances. - Has no effect if Entrance Rando is not enabled.""" + Has no effect if Entrance Rando is not enabled. + """ internal_name = "fixed_shop" display_name = "Fewer Shops in Entrance Rando" class LaurelsLocation(Choice): - """Force the Hero's Laurels to be placed at a location in your world. - For if you want to avoid or specify early or late Laurels.""" + """ + Force the Hero's Laurels to be placed at a location in your world. + For if you want to avoid or specify early or late Laurels. + """ internal_name = "laurels_location" display_name = "Laurels Location" option_anywhere = 0 @@ -138,9 +162,12 @@ class LaurelsLocation(Choice): class ShuffleLadders(Toggle): - """Turns several ladders in the game into items that must be found before they can be climbed on. + """ + Turns several ladders in the game into items that must be found before they can be climbed on. Adds more layers of progression to the game by blocking access to many areas early on. - "Ladders were a mistake." —Andrew Shouldice""" + "Ladders were a mistake." + —Andrew Shouldice + """ internal_name = "shuffle_ladders" display_name = "Shuffle Ladders" @@ -163,3 +190,12 @@ class TunicOptions(PerGameCommonOptions): lanternless: Lanternless maskless: Maskless laurels_location: LaurelsLocation + + +tunic_option_groups = [ + OptionGroup("Logic Options", [ + LogicRules, + Lanternless, + Maskless, + ]) +] diff --git a/worlds/witness/__init__.py b/worlds/witness/__init__.py index f47ab57d5edc..ecab25db3d71 100644 --- a/worlds/witness/__init__.py +++ b/worlds/witness/__init__.py @@ -16,7 +16,7 @@ from .data.utils import get_audio_logs from .hints import CompactItemData, create_all_hints, make_compact_hint_data, make_laser_hints from .locations import WitnessPlayerLocations, static_witness_locations -from .options import TheWitnessOptions +from .options import TheWitnessOptions, witness_option_groups from .player_items import WitnessItem, WitnessPlayerItems from .player_logic import WitnessPlayerLogic from .presets import witness_option_presets @@ -36,6 +36,7 @@ class WitnessWebWorld(WebWorld): )] options_presets = witness_option_presets + option_groups = witness_option_groups class WitnessWorld(World): diff --git a/worlds/witness/options.py b/worlds/witness/options.py index 63f98faea456..00b58ab86959 100644 --- a/worlds/witness/options.py +++ b/worlds/witness/options.py @@ -2,7 +2,7 @@ from schema import And, Schema -from Options import Choice, DefaultOnToggle, OptionDict, PerGameCommonOptions, Range, Toggle +from Options import Choice, DefaultOnToggle, OptionDict, OptionGroup, PerGameCommonOptions, Range, Toggle from .data import static_logic as static_witness_logic from .data.item_definition_classes import ItemCategory, WeightedItemDefinition @@ -61,9 +61,9 @@ class ShuffleLasers(Choice): class ShuffleDoors(Choice): """ If on, opening doors, moving bridges etc. will require a "key". - If set to "panels", the panel on the door will be locked until receiving its corresponding key. - If set to "doors", the door will open immediately upon receiving its key. Door panels are added as location checks. - "Mixed" includes all doors from "doors", and all control panels (bridges, elevators etc.) from "panels". + - Panels: The panel on the door will be locked until receiving its corresponding key. + - Doors: The door will open immediately upon receiving its key. Door panels are added as location checks. + - Mixed: Includes all doors from "doors", and all control panels (bridges, elevators etc.) from "panels". """ display_name = "Shuffle Doors" option_off = 0 @@ -74,8 +74,10 @@ class ShuffleDoors(Choice): class DoorGroupings(Choice): """ - If set to "none", there will be one key for each door, potentially resulting in upwards of 120 keys being added to the item pool. - If set to "regional", all doors in the same general region will open at once with a single key, reducing the amount of door items and complexity. + Controls how door items are grouped. + + - None: There will be one key for each door, potentially resulting in upwards of 120 keys being added to the item pool. + - Regional: - All doors in the same general region will open at once with a single key, reducing the amount of door items and complexity. """ display_name = "Door Groupings" option_off = 0 @@ -108,8 +110,8 @@ class ShuffleVaultBoxes(Toggle): class ShuffleEnvironmentalPuzzles(Choice): """ Adds Environmental/Obelisk Puzzles into the location pool. - If set to "individual", every Environmental Puzzle sends an item. - If set to "Obelisk Sides", completing every puzzle on one side of an Obelisk sends an item. + - Individual: Every Environmental Puzzle sends an item. + - Obelisk Sides: Completing every puzzle on one side of an Obelisk sends an item. Note: In Obelisk Sides, any EPs excluded through another option will be pre-completed on their Obelisk. """ @@ -129,9 +131,9 @@ class ShuffleDog(Toggle): class EnvironmentalPuzzlesDifficulty(Choice): """ When "Shuffle Environmental Puzzles" is on, this setting governs which EPs are eligible for the location pool. - If set to "eclipse", every EP in the game is eligible, including the 1-hour-long "Theater Eclipse EP". - If set to "tedious", Theater Eclipse EP is excluded from the location pool. - If set to "normal", several other difficult or long EPs are excluded as well. + - Eclipse: Every EP in the game is eligible, including the 1-hour-long "Theater Eclipse EP". + - Tedious Theater Eclipse EP is excluded from the location pool. + - Normal: several other difficult or long EPs are excluded as well. """ display_name = "Environmental Puzzles Difficulty" option_normal = 0 @@ -159,10 +161,10 @@ class ShufflePostgame(Toggle): class VictoryCondition(Choice): """ Set the victory condition for this world. - Elevator: Start the elevator at the bottom of the mountain (requires Mountain Lasers). - Challenge: Beat the secret Challenge (requires Challenge Lasers). - Mountain Box Short: Input the short solution to the Mountaintop Box (requires Mountain Lasers). - Mountain Box Long: Input the long solution to the Mountaintop Box (requires Challenge Lasers). + - Elevator: Start the elevator at the bottom of the mountain (requires Mountain Lasers). + - Challenge: Beat the secret Challenge (requires Challenge Lasers). + - Mountain Box Short: Input the short solution to the Mountaintop Box (requires Mountain Lasers). + - Mountain Box Long: Input the long solution to the Mountaintop Box (requires Challenge Lasers). It is important to note that while the Mountain Box requires Desert Laser to be redirected in Town for that laser to count, the laser locks on the Elevator and Challenge Timer panels do not. @@ -332,3 +334,45 @@ class TheWitnessOptions(PerGameCommonOptions): laser_hints: LaserHints death_link: DeathLink death_link_amnesty: DeathLinkAmnesty + + +witness_option_groups = [ + OptionGroup("Puzzles & Goal", [ + PuzzleRandomization, + VictoryCondition, + MountainLasers, + ChallengeLasers, + ]), + OptionGroup("Locations", [ + ShuffleDiscardedPanels, + ShuffleVaultBoxes, + ShuffleEnvironmentalPuzzles, + EnvironmentalPuzzlesDifficulty, + ShufflePostgame, + DisableNonRandomizedPuzzles, + ]), + OptionGroup("Progression Items", [ + ShuffleSymbols, + ShuffleDoors, + DoorGroupings, + ShuffleLasers, + ShuffleBoat, + ObeliskKeys, + ]), + OptionGroup("Filler Items", [ + PuzzleSkipAmount, + TrapPercentage, + TrapWeights + ]), + OptionGroup("Hints", [ + HintAmount, + AreaHintPercentage, + LaserHints + ]), + OptionGroup("Misc", [ + EarlyCaves, + ElevatorsComeToYou, + DeathLink, + DeathLinkAmnesty, + ]) +]