Merge remote-tracking branch 'upstream/main' into instruction_patch_kdl3

This commit is contained in:
Silvris
2024-03-21 15:14:17 -05:00
23 changed files with 1943 additions and 1224 deletions

View File

@@ -177,7 +177,7 @@
/worlds/tloz/ @Rosalie-A @t3hf1gm3nt
# TUNIC
/worlds/tunic/ @silent-destroyer
/worlds/tunic/ @silent-destroyer @ScipioWright
# Undertale
/worlds/undertale/ @jonloveslegos

View File

@@ -6,8 +6,8 @@ from logging import warning
from BaseClasses import Item, ItemClassification, Tutorial
from worlds.AutoWorld import WebWorld, World
from .datatypes import Room, RoomEntrance
from .items import ALL_ITEM_TABLE, LingoItem
from .locations import ALL_LOCATION_TABLE
from .items import ALL_ITEM_TABLE, ITEMS_BY_GROUP, LingoItem
from .locations import ALL_LOCATION_TABLE, LOCATIONS_BY_GROUP
from .options import LingoOptions
from .player_logic import LingoPlayerLogic
from .regions import create_regions
@@ -46,6 +46,8 @@ class LingoWorld(World):
location_name_to_id = {
name: data.code for name, data in ALL_LOCATION_TABLE.items()
}
item_name_groups = ITEMS_BY_GROUP
location_name_groups = LOCATIONS_BY_GROUP
player_logic: LingoPlayerLogic

View File

@@ -63,12 +63,13 @@
# - item_name: Overrides the name of the item generated for this door.
# If not specified, the item name will be generated from
# the room name and the door name.
# - item_group: If set, this item will be in the specified item group.
# - location_name: Overrides the name of the location generated for this
# door. If not specified, the location name will be
# generated using the names of the panels.
# - skip_location: If true, no location is generated for this door.
# - skip_item: If true, no item is generated for this door.
# - group: When simple doors is used, all doors with the same group
# - door_group: When simple doors is used, all doors with the same group
# will be covered by a single item.
# - include_reduce: Door checks are assumed to be EXCLUDED when reduce checks
# is on. This option includes the check anyway.
@@ -144,7 +145,7 @@
- Palindrome Room Area Doors/Door_racecar_racecar_2
- Palindrome Room Area Doors/Door_solos_solos_2
skip_location: True
group: Rhyme Room Doors
door_group: Rhyme Room Doors
panels:
- room: The Tenacious
panel: LEVEL (Black)
@@ -231,7 +232,7 @@
Dead End Door:
id: Appendix Room Area Doors/Door_rat_tar_2
skip_location: true
group: Dead End Area Access
door_group: Dead End Area Access
panels:
- room: Hub Room
panel: RAT
@@ -244,6 +245,7 @@
Seeker Entrance:
id: Entry Room Area Doors/Door_entrance_entrance
item_name: The Seeker - Entrance
item_group: Achievement Room Entrances
panels:
- OPEN
Rhyme Room Entrance:
@@ -251,7 +253,7 @@
- Appendix Room Area Doors/Door_rat_tar_3
- Double Room Area Doors/Door_room_entry_stairs
skip_location: True
group: Rhyme Room Doors
door_group: Rhyme Room Doors
panels:
- room: The Tenacious
panel: LEVEL (Black)
@@ -450,6 +452,7 @@
id: Shuffle Room/Panel_lost_found
colors: black
tag: botblack
check: True
FORWARD:
id: Entry Room/Panel_forward_forward
tag: midwhite
@@ -461,37 +464,39 @@
tag: midwhite
doors:
Crossroads Entrance:
id: Shuffle Room Area Doors/Door_chaos
id:
- Shuffle Room Area Doors/Door_chaos
- Shuffle Room Area Doors/Door_swap
- Shuffle Room Area Doors/Door_swap2
- Shuffle Room Area Doors/Door_swap3
- Shuffle Room Area Doors/Door_swap4
panels:
- ORDER
Tenacious Entrance:
id: Palindrome Room Area Doors/Door_slaughter_laughter
group: Entrances to The Tenacious
door_group: Entrances to The Tenacious
item_group: Achievement Room Entrances
panels:
- SLAUGHTER
Shortcut to Hedge Maze:
id: Maze Area Doors/Door_trace_trace
group: Hedge Maze Doors
door_group: Hedge Maze Doors
panels:
- TRACE
Near RAT Door:
id: Appendix Room Area Doors/Door_deadend_deadened
skip_location: True
group: Dead End Area Access
door_group: Dead End Area Access
panels:
- room: Hidden Room
panel: DEAD END
Traveled Entrance:
id: Appendix Room Area Doors/Door_open_open
item_name: The Traveled - Entrance
group: Entrance to The Traveled
door_group: Entrance to The Traveled
item_group: Achievement Room Entrances
panels:
- OPEN
Lost Door:
id: Shuffle Room Area Doors/Door_lost_found
junk_item: True
panels:
- LOST
paintings:
- id: maze_painting
orientation: west
@@ -546,6 +551,7 @@
doors:
Sun Painting:
item_name: Pilgrim Room - Sun Painting
item_group: Paintings
location_name: Pilgrim Room - HOT CRUST
painting_id: pilgrim_painting2
panels:
@@ -694,6 +700,8 @@
door: Hollow Hallway
tag: midwhite
SWAP:
# In vanilla doors, solving this panel will open the way to Hub Room. This does not impact logic at all because
# Hub Room is always sphere 1 in vanilla doors.
id: Shuffle Room/Panel_swap_wasp
colors: yellow
tag: midyellow
@@ -715,12 +723,14 @@
doors:
Tenacious Entrance:
id: Palindrome Room Area Doors/Door_decay_day
group: Entrances to The Tenacious
door_group: Entrances to The Tenacious
item_group: Achievement Room Entrances
panels:
- DECAY
Discerning Entrance:
id: Shuffle Room Area Doors/Door_nope_open
item_name: The Discerning - Entrance
item_group: Achievement Room Entrances
panels:
- NOPE
Tower Entrance:
@@ -729,13 +739,13 @@
- Shuffle Room Area Doors/Door_tower2
- Shuffle Room Area Doors/Door_tower3
- Shuffle Room Area Doors/Door_tower4
group: Crossroads - Tower Entrances
door_group: Crossroads - Tower Entrances
panels:
- WE ROT
Tower Back Entrance:
id: Shuffle Room Area Doors/Door_runt
location_name: Crossroads - TURN/RUNT
group: Crossroads - Tower Entrances
door_group: Crossroads - Tower Entrances
panels:
- TURN
- room: Orange Tower Fourth Floor
@@ -744,20 +754,20 @@
id:
- Shuffle Room Area Doors/Door_words_shuffle_3
- Shuffle Room Area Doors/Door_words_shuffle_4
group: Crossroads Doors
door_group: Crossroads Doors
panels:
- WORDS
- SWORD
Eye Wall:
id: Shuffle Room Area Doors/Door_behind
junk_item: True
group: Crossroads Doors
door_group: Crossroads Doors
panels:
- BEND HI
Hollow Hallway:
id: Shuffle Room Area Doors/Door_crossroads6
skip_location: True
group: Crossroads Doors
door_group: Crossroads Doors
panels:
- BEND HI
Roof Access:
@@ -934,7 +944,7 @@
- Palindrome Room Area Doors/Door_racecar_racecar_1
- Palindrome Room Area Doors/Door_solos_solos_1
location_name: The Tenacious - Palindromes
group: Entrances to The Tenacious
door_group: Entrances to The Tenacious
panels:
- LEVEL (Black)
- RACECAR (Black)
@@ -965,7 +975,7 @@
id:
- Symmetry Room Area Doors/Door_near_far
- Symmetry Room Area Doors/Door_far_near
group: Symmetry Doors
door_group: Symmetry Doors
item_name: Symmetry Room - Near Far Door
location_name: Symmetry Room - NEAR, FAR
panels:
@@ -992,7 +1002,7 @@
id:
- Symmetry Room Area Doors/Door_warts_straw
- Symmetry Room Area Doors/Door_straw_warts
group: Symmetry Doors
door_group: Symmetry Doors
item_name: Symmetry Room - Warts Straw Door
location_name: Symmetry Room - WARTS, STRAW
panels:
@@ -1019,7 +1029,7 @@
id:
- Symmetry Room Area Doors/Door_leaf_feel
- Symmetry Room Area Doors/Door_feel_leaf
group: Symmetry Doors
door_group: Symmetry Doors
item_name: Symmetry Room - Leaf Feel Door
location_name: Symmetry Room - LEAF, FEEL
panels:
@@ -1156,34 +1166,37 @@
doors:
Tenacious Entrance:
id: Palindrome Room Area Doors/Door_massacred_sacred
group: Entrances to The Tenacious
door_group: Entrances to The Tenacious
item_group: Achievement Room Entrances
panels:
- MASSACRED
Black Door:
id: Symmetry Room Area Doors/Door_black_white
group: Entrances to The Tenacious
door_group: Entrances to The Tenacious
panels:
- BLACK
Agreeable Entrance:
id: Symmetry Room Area Doors/Door_close_open
item_name: The Agreeable - Entrance
item_group: Achievement Room Entrances
panels:
- CLOSE
Painting Shortcut:
item_name: Starting Room - Street Painting
item_group: Paintings
painting_id: eyes_yellow_painting2
panels:
- RIGHT
Purple Barrier:
id: Color Arrow Room Doors/Door_purple_3
group: Color Hunt Barriers
door_group: Color Hunt Barriers
skip_location: True
panels:
- room: Color Hunt
panel: PURPLE
Hallway Door:
id: Red Blue Purple Room Area Doors/Door_room_2
group: Hallway Room Doors
door_group: Hallway Room Doors
location_name: Hallway Room - First Room
panels:
- WALL
@@ -1229,7 +1242,8 @@
doors:
Tenacious Entrance:
id: Palindrome Room Area Doors/Door_dread_dead
group: Entrances to The Tenacious
door_group: Entrances to The Tenacious
item_group: Achievement Room Entrances
panels:
- DREAD
The Agreeable:
@@ -1287,7 +1301,7 @@
id: Antonym Room/Panel_star_rats
colors: black
tag: midblack
TAME:
TUBE:
id: Antonym Room/Panel_tame_mate
colors: black
tag: topblack
@@ -1298,7 +1312,8 @@
doors:
Shortcut to Hedge Maze:
id: Symmetry Room Area Doors/Door_bye_hi
group: Hedge Maze Doors
item_group: Achievement Room Entrances
door_group: Hedge Maze Doors
panels:
- BYE
Hedge Maze:
@@ -1391,12 +1406,14 @@
Perceptive Entrance:
id: Maze Area Doors/Door_maze_maze
item_name: The Perceptive - Entrance
group: Hedge Maze Doors
door_group: Hedge Maze Doors
item_group: Achievement Room Entrances
panels:
- DOWN
Painting Shortcut:
painting_id: garden_painting_tower2
item_name: Starting Room - Hedge Maze Painting
item_group: Paintings
skip_location: True
panels:
- DOWN
@@ -1407,7 +1424,8 @@
- Maze Area Doors/Door_look_room_3
skip_location: True
item_name: The Observant - Entrance
group: Observant Doors
door_group: Observant Doors
item_group: Achievement Room Entrances
panels:
- room: The Perceptive
panel: GAZE
@@ -1473,7 +1491,7 @@
Second Floor:
id: Naps Room Doors/Door_hider_5
location_name: The Fearless - First Floor Puzzles
group: Fearless Doors
door_group: Fearless Doors
panels:
- SPAN
- TEAM
@@ -1525,7 +1543,7 @@
- Naps Room Doors/Door_hider_1b2
- Naps Room Doors/Door_hider_new1
location_name: The Fearless - Second Floor Puzzles
group: Fearless Doors
door_group: Fearless Doors
panels:
- NONE
- SUM
@@ -1680,13 +1698,13 @@
doors:
Backside Door:
id: Maze Area Doors/Door_backside
group: Backside Doors
door_group: Backside Doors
panels:
- FOUR (1)
- FOUR (2)
Stairs:
id: Maze Area Doors/Door_stairs
group: Observant Doors
door_group: Observant Doors
panels:
- SIX
The Incomparable:
@@ -1764,7 +1782,7 @@
Eight Door:
id: Red Blue Purple Room Area Doors/Door_a_strands
location_name: Giant Sevens
group: Observant Doors
door_group: Observant Doors
panels:
- I (Seven)
- room: Courtyard
@@ -1915,13 +1933,13 @@
doors:
Shortcut to Hub Room:
id: Shuffle Room Area Doors/Door_secret_secret
group: Orange Tower First Floor - Shortcuts
door_group: Orange Tower First Floor - Shortcuts
panels:
- SECRET
Salt Pepper Door:
id: Count Up Room Area Doors/Door_salt_pepper
location_name: Orange Tower First Floor - Salt Pepper Door
group: Orange Tower First Floor - Shortcuts
door_group: Orange Tower First Floor - Shortcuts
panels:
- SALT
- room: Directional Gallery
@@ -1952,6 +1970,7 @@
door: Shortcut to Tower
Rhyme Room (Smiley):
door: Rhyme Room Entrance
Art Gallery: True # mark this as a warp in the sunwarps branch
panels:
RED:
id: Color Arrow Room/Panel_red_afar
@@ -1967,7 +1986,7 @@
doors:
Red Barrier:
id: Color Arrow Room Doors/Door_red_6
group: Color Hunt Barriers
door_group: Color Hunt Barriers
skip_location: True
panels:
- room: Color Hunt
@@ -1975,7 +1994,7 @@
Rhyme Room Entrance:
id: Double Room Area Doors/Door_room_entry_stairs2
skip_location: True
group: Rhyme Room Doors
door_group: Rhyme Room Doors
panels:
- room: The Tenacious
panel: LEVEL (Black)
@@ -1989,7 +2008,7 @@
- Color Arrow Room Doors/Door_orange_hider_2
- Color Arrow Room Doors/Door_orange_hider_3
location_name: Color Barriers - RED and YELLOW
group: Color Hunt Barriers
door_group: Color Hunt Barriers
item_name: Color Hunt - Orange Barrier
panels:
- RED
@@ -2150,7 +2169,7 @@
doors:
Welcome Back:
id: Entry Room Area Doors/Door_sizes
group: Welcome Back Doors
door_group: Welcome Back Doors
panels:
- SIZE (Small)
- SIZE (Big)
@@ -2404,6 +2423,7 @@
Painting Shortcut:
painting_id: flower_painting_8
item_name: Starting Room - Flower Painting
item_group: Paintings
skip_location: True
panels:
- room: First Second Third Fourth
@@ -2416,7 +2436,7 @@
panel: FOURTH
Green Barrier:
id: Color Arrow Room Doors/Door_green_5
group: Color Hunt Barriers
door_group: Color Hunt Barriers
skip_location: True
panels:
- room: Color Hunt
@@ -2470,7 +2490,7 @@
doors:
Backside Door:
id: Count Up Room Area Doors/Door_yellow_backside
group: Backside Doors
door_group: Backside Doors
location_name: Courtyard - FIRST, SECOND, THIRD, FOURTH
item_name: Courtyard - Backside Door
panels:
@@ -2491,7 +2511,7 @@
Progress Door:
id: Doorway Room Doors/Door_white
item_name: The Colorful - White Door
group: Colorful Doors
door_group: Colorful Doors
location_name: The Colorful - White
panels:
- BEGIN
@@ -2512,7 +2532,7 @@
id: Doorway Room Doors/Door_black
item_name: The Colorful - Black Door
location_name: The Colorful - Black
group: Colorful Doors
door_group: Colorful Doors
panels:
- FOUND
The Colorful (Red):
@@ -2532,7 +2552,7 @@
id: Doorway Room Doors/Door_red
item_name: The Colorful - Red Door
location_name: The Colorful - Red
group: Colorful Doors
door_group: Colorful Doors
panels:
- LOAF
The Colorful (Yellow):
@@ -2552,7 +2572,7 @@
id: Doorway Room Doors/Door_yellow
item_name: The Colorful - Yellow Door
location_name: The Colorful - Yellow
group: Colorful Doors
door_group: Colorful Doors
panels:
- CREAM
The Colorful (Blue):
@@ -2572,7 +2592,7 @@
id: Doorway Room Doors/Door_blue
item_name: The Colorful - Blue Door
location_name: The Colorful - Blue
group: Colorful Doors
door_group: Colorful Doors
panels:
- SUN
The Colorful (Purple):
@@ -2592,7 +2612,7 @@
id: Doorway Room Doors/Door_purple
item_name: The Colorful - Purple Door
location_name: The Colorful - Purple
group: Colorful Doors
door_group: Colorful Doors
panels:
- SPOON
The Colorful (Orange):
@@ -2612,7 +2632,7 @@
id: Doorway Room Doors/Door_orange
item_name: The Colorful - Orange Door
location_name: The Colorful - Orange
group: Colorful Doors
door_group: Colorful Doors
panels:
- LETTERS
The Colorful (Green):
@@ -2632,7 +2652,7 @@
id: Doorway Room Doors/Door_green
item_name: The Colorful - Green Door
location_name: The Colorful - Green
group: Colorful Doors
door_group: Colorful Doors
panels:
- WALLS
The Colorful (Brown):
@@ -2652,7 +2672,7 @@
id: Doorway Room Doors/Door_brown
item_name: The Colorful - Brown Door
location_name: The Colorful - Brown
group: Colorful Doors
door_group: Colorful Doors
panels:
- IRON
The Colorful (Gray):
@@ -2672,7 +2692,7 @@
id: Doorway Room Doors/Door_gray
item_name: The Colorful - Gray Door
location_name: The Colorful - Gray
group: Colorful Doors
door_group: Colorful Doors
panels:
- OBSTACLE
The Colorful:
@@ -2768,7 +2788,7 @@
doors:
Shortcut to Starting Room:
id: Entry Room Area Doors/Door_return_return
group: Welcome Back Doors
door_group: Welcome Back Doors
include_reduce: True
panels:
- WELCOME BACK
@@ -2793,7 +2813,7 @@
doors:
Shortcut to Hedge Maze:
id: Maze Area Doors/Door_strays_maze
group: Hedge Maze Doors
door_group: Hedge Maze Doors
panels:
- STRAYS
paintings:
@@ -2916,14 +2936,14 @@
- UNCOVER
Blue Barrier:
id: Color Arrow Room Doors/Door_blue_3
group: Color Hunt Barriers
door_group: Color Hunt Barriers
skip_location: True
panels:
- room: Color Hunt
panel: BLUE
Orange Barrier:
id: Color Arrow Room Doors/Door_orange_3
group: Color Hunt Barriers
door_group: Color Hunt Barriers
skip_location: True
panels:
- room: Color Hunt
@@ -2931,6 +2951,7 @@
Initiated Entrance:
id: Red Blue Purple Room Area Doors/Door_locked_knocked
item_name: The Initiated - Entrance
item_group: Achievement Room Entrances
panels:
- OXEN
# These would be more appropriate in Champion's Rest, but as currently
@@ -2940,7 +2961,7 @@
id: Color Arrow Room Doors/Door_green_hider_1
location_name: Color Barriers - BLUE and YELLOW
item_name: Color Hunt - Green Barrier
group: Color Hunt Barriers
door_group: Color Hunt Barriers
panels:
- BLUE
- room: Directional Gallery
@@ -2952,7 +2973,7 @@
- Color Arrow Room Doors/Door_purple_hider_3
location_name: Color Barriers - RED and BLUE
item_name: Color Hunt - Purple Barrier
group: Color Hunt Barriers
door_group: Color Hunt Barriers
panels:
- BLUE
- room: Orange Tower Third Floor
@@ -2972,6 +2993,7 @@
panel: PURPLE
Eight Door:
id: Red Blue Purple Room Area Doors/Door_a_strands2
item_group: Achievement Room Entrances
skip_location: True
panels:
- room: The Incomparable
@@ -3189,7 +3211,8 @@
doors:
Color Hallways Entrance:
id: Appendix Room Area Doors/Door_hello_hi
group: Entrance to The Traveled
door_group: Entrance to The Traveled
item_group: Achievement Room Entrances
panels:
- HELLO
Color Hallways:
@@ -3305,17 +3328,20 @@
Bold Entrance:
id: Red Blue Purple Room Area Doors/Door_unopened_open
item_name: The Bold - Entrance
item_group: Achievement Room Entrances
panels:
- UNOPEN
Painting Shortcut:
painting_id: pencil_painting6
skip_location: True
item_name: Starting Room - Pencil Painting
item_group: Paintings
panels:
- UNOPEN
Steady Entrance:
id: Rock Room Doors/Door_2
item_name: The Steady - Entrance
item_group: Achievement Room Entrances
panels:
- BEGIN
Lilac Entrance:
@@ -3536,6 +3562,7 @@
Undeterred Entrance:
id: Red Blue Purple Room Area Doors/Door_pen_open
item_name: The Undeterred - Entrance
item_group: Achievement Room Entrances
panels:
- PEN
Painting Shortcut:
@@ -3544,11 +3571,13 @@
- arrows_painting3
skip_location: True
item_name: Starting Room - Blue Painting
item_group: Paintings
panels:
- PEN
Green Painting:
painting_id: maze_painting_3
skip_location: True
item_group: Paintings
panels:
- FOUR
Twos:
@@ -3556,6 +3585,7 @@
- Count Up Room Area Doors/Door_two_hider
- Count Up Room Area Doors/Door_two_hider_2
include_reduce: True
item_group: Numbers
panels:
- ONE
Threes:
@@ -3565,6 +3595,7 @@
- Count Up Room Area Doors/Door_three_hider_3
location_name: Twos
include_reduce: True
item_group: Numbers
panels:
- TWO (1)
- TWO (2)
@@ -3583,6 +3614,7 @@
- Count Up Room Area Doors/Door_four_hider_3
- Count Up Room Area Doors/Door_four_hider_4
skip_location: True
item_group: Numbers
panels:
- THREE (1)
- THREE (2)
@@ -3594,6 +3626,7 @@
- Count Up Room Area Doors/Door_five_hider_5
location_name: Fours
item_name: Number Hunt - Fives
item_group: Numbers
include_reduce: True
panels:
- FOUR
@@ -3606,6 +3639,7 @@
Challenge Entrance:
id: Count Up Room Area Doors/Door_zero_unlocked
item_name: Number Hunt - Challenge Entrance
item_group: Achievement Room Entrances
panels:
- ZERO
paintings:
@@ -3752,7 +3786,7 @@
doors:
Door to Directional Gallery:
id: Count Up Room Area Doors/Door_five_unlocked
group: Directional Gallery Doors
door_group: Directional Gallery Doors
skip_location: True
panels:
- FIVE
@@ -3766,6 +3800,7 @@
- Count Up Room Area Doors/Door_six_hider_6
painting_id: pencil_painting3 # See note in Outside The Bold
location_name: Fives
item_group: Numbers
include_reduce: True
panels:
- FIVE
@@ -3788,6 +3823,7 @@
- Count Up Room Area Doors/Door_seven_hider_6
- Count Up Room Area Doors/Door_seven_hider_7
location_name: Sixes
item_group: Numbers
include_reduce: True
panels:
- SIX
@@ -3813,6 +3849,7 @@
- Count Up Room Area Doors/Door_eight_hider_7
- Count Up Room Area Doors/Door_eight_hider_8
location_name: Sevens
item_group: Numbers
include_reduce: True
panels:
- SEVEN
@@ -3840,6 +3877,7 @@
- Count Up Room Area Doors/Door_nine_hider_8
- Count Up Room Area Doors/Door_nine_hider_9
location_name: Eights
item_group: Numbers
include_reduce: True
panels:
- EIGHT
@@ -3862,6 +3900,7 @@
id: Count Up Room Area Doors/Door_zero_hider_2
location_name: Nines
item_name: Outside The Undeterred - Zero Door
item_group: Numbers
include_reduce: True
panels:
- NINE
@@ -4030,13 +4069,13 @@
doors:
Shortcut to The Undeterred:
id: Count Up Room Area Doors/Door_return_double
group: Directional Gallery Doors
door_group: Directional Gallery Doors
panels:
- TURN
- LEARN
Yellow Barrier:
id: Color Arrow Room Doors/Door_yellow_4
group: Color Hunt Barriers
door_group: Color Hunt Barriers
skip_location: True
panels:
- room: Color Hunt
@@ -4231,11 +4270,12 @@
doors:
Entrance:
id: Red Blue Purple Room Area Doors/Door_middle_middle
item_group: Achievement Room Entrances
panels:
- MIDDLE
Backside Door:
id: Red Blue Purple Room Area Doors/Door_locked_knocked2 # yeah...
group: Backside Doors
door_group: Backside Doors
panels:
- FARTHER
East Entrance:
@@ -4952,7 +4992,7 @@
colors:
- red
- blue
tag: mid red blue
tag: chain mid red blue
required_panel:
- room: Knight Night (Right Lower Segment)
panel: ADJUST
@@ -5223,7 +5263,7 @@
- Ceiling Room Doors/Door_blue
- Ceiling Room Doors/Door_blue2
location_name: The Artistic - Smiley and Panda
group: Artistic Doors
door_group: Artistic Doors
panels:
- FINE
- BLADE
@@ -5333,7 +5373,7 @@
- Ceiling Room Doors/Door_red
- Ceiling Room Doors/Door_red2
location_name: The Artistic - Panda and Lattice
group: Artistic Doors
door_group: Artistic Doors
panels:
- EYE (Top)
- EYE (Bottom)
@@ -5444,7 +5484,7 @@
- Ceiling Room Doors/Door_black
- Ceiling Room Doors/Door_black2
location_name: The Artistic - Lattice and Apple
group: Artistic Doors
door_group: Artistic Doors
panels:
- POSH
- MALL
@@ -5557,7 +5597,7 @@
- Ceiling Room Doors/Door_yellow
- Ceiling Room Doors/Door_yellow2
location_name: The Artistic - Apple and Smiley
group: Artistic Doors
door_group: Artistic Doors
panels:
- SPRIG
- RELEASES
@@ -5721,7 +5761,7 @@
doors:
Exit:
id: Count Up Room Area Doors/Door_near_near
group: Crossroads Doors
door_group: Crossroads Doors
panels:
- NEAR
paintings:
@@ -5762,6 +5802,7 @@
Wondrous Entrance:
id: Red Blue Purple Room Area Doors/Door_wonderland
item_name: The Wondrous - Entrance
item_group: Achievement Room Entrances
panels:
- SHRINK
The Wondrous (Doorknob):
@@ -5782,6 +5823,7 @@
- arrows_painting2
skip_location: True
item_name: Starting Room - Symmetry Painting
item_group: Paintings
panels:
- room: Outside The Wondrous
panel: SHRINK
@@ -5886,6 +5928,7 @@
doors:
Exit:
id: Red Blue Purple Room Area Doors/Door_wonderland_exit
item_group: Paintings
painting_id: arrows_painting_9
include_reduce: True
panels:
@@ -5955,7 +5998,7 @@
Exit:
id: Red Blue Purple Room Area Doors/Door_room_3
location_name: Hallway Room - Second Room
group: Hallway Room Doors
door_group: Hallway Room Doors
panels:
- WISE
- CLOCK
@@ -5992,7 +6035,7 @@
Exit:
id: Red Blue Purple Room Area Doors/Door_room_4
location_name: Hallway Room - Third Room
group: Hallway Room Doors
door_group: Hallway Room Doors
panels:
- TRANCE
- FORM
@@ -6014,7 +6057,7 @@
id:
- Red Blue Purple Room Area Doors/Door_room_5
- Red Blue Purple Room Area Doors/Door_room_6 # this is the connection to The Artistic
group: Hallway Room Doors
door_group: Hallway Room Doors
location_name: Hallway Room - Fourth Room
panels:
- WHEEL
@@ -6082,6 +6125,7 @@
Wanderer Entrance:
id: Tower Room Area Doors/Door_wanderer_entrance
item_name: The Wanderer - Entrance
item_group: Achievement Room Entrances
panels:
- WANDERLUST
Tower Entrance:
@@ -6222,6 +6266,7 @@
id: Tower Room Area Doors/Door_painting_exit
include_reduce: True
item_name: Orange Tower Fifth Floor - Quadruple Intersection
item_group: Achievement Room Entrances
panels:
- ORDER
paintings:
@@ -6417,7 +6462,7 @@
- Double Room Area Doors/Door_room_3a
- Double Room Area Doors/Door_room_3bc
skip_location: True
group: Rhyme Room Doors
door_group: Rhyme Room Doors
panels:
- SCHEME
- FANTASY
@@ -6518,7 +6563,7 @@
Exit:
id: Double Room Area Doors/Door_room_exit
location_name: Rhyme Room (Cross) - Exit Puzzles
group: Rhyme Room Doors
door_group: Rhyme Room Doors
panels:
- PLUMP
- BOUNCE
@@ -6581,7 +6626,7 @@
- Double Room Area Doors/Door_room_2b
- Double Room Area Doors/Door_room_3b
location_name: Rhyme Room - Circle/Smiley Wall
group: Rhyme Room Doors
door_group: Rhyme Room Doors
panels:
- BIRD
- LETTER
@@ -6664,7 +6709,7 @@
- Double Room Area Doors/Door_room_2a
- Double Room Area Doors/Door_room_1c
location_name: Rhyme Room - Circle/Looped Square Wall
group: Rhyme Room Doors
door_group: Rhyme Room Doors
panels:
- WALKED
- OBSTRUCTED
@@ -6683,7 +6728,7 @@
- Double Room Area Doors/Door_room_1a
- Double Room Area Doors/Door_room_5a
location_name: Rhyme Room - Cross/Looped Square Wall
group: Rhyme Room Doors
door_group: Rhyme Room Doors
panels:
- SKIES
- SWELL
@@ -6702,7 +6747,7 @@
- Double Room Area Doors/Door_room_1b
- Double Room Area Doors/Door_room_4b
location_name: Rhyme Room - Target/Looped Square Wall
group: Rhyme Room Doors
door_group: Rhyme Room Doors
panels:
- PENNED
- CLIMB
@@ -6765,7 +6810,7 @@
Door to Cross:
id: Double Room Area Doors/Door_room_4a
location_name: Rhyme Room (Target) - Puzzles Toward Cross
group: Rhyme Room Doors
door_group: Rhyme Room Doors
panels:
- PISTOL
- GEM
@@ -7016,6 +7061,7 @@
Wise Entrance:
id: Clock Room Area Doors/Door_time_start
item_name: The Wise - Entrance
item_group: Achievement Room Entrances
panels:
- KITTEN
- CAT
@@ -7269,6 +7315,7 @@
Scientific Entrance:
id: Red Blue Purple Room Area Doors/Door_chemistry_lab
item_name: The Scientific - Entrance
item_group: Achievement Room Entrances
panels:
- OPEN
The Scientific:
@@ -7704,5 +7751,6 @@
doors:
Welcome Door:
id: Entry Room Area Doors/Door_challenge_challenge
item_group: Achievement Room Entrances
panels:
- WELCOME

Binary file not shown.

View File

@@ -165,7 +165,7 @@ panels:
THAT: 444525
STRESSED: 444526
STAR: 444527
TAME: 444528
TUBE: 444528
CAT: 444529
Hedge Maze:
DOWN: 444530
@@ -995,9 +995,6 @@ doors:
Traveled Entrance:
item: 444433
location: 444438
Lost Door:
item: 444435
location: 444440
Pilgrim Antechamber:
Sun Painting:
item: 444436

View File

@@ -32,9 +32,10 @@ class Door(NamedTuple):
has_doors: bool
painting_ids: List[str]
event: bool
group: Optional[str]
door_group: Optional[str]
include_reduce: bool
junk_item: bool
item_group: Optional[str]
class Panel(NamedTuple):

View File

@@ -42,14 +42,16 @@ class LingoItem(Item):
ALL_ITEM_TABLE: Dict[str, ItemData] = {}
ITEMS_BY_GROUP: Dict[str, List[str]] = {}
def load_item_data():
global ALL_ITEM_TABLE
global ALL_ITEM_TABLE, ITEMS_BY_GROUP
for color in ["Black", "Red", "Blue", "Yellow", "Green", "Orange", "Gray", "Brown", "Purple"]:
ALL_ITEM_TABLE[color] = ItemData(get_special_item_id(color), ItemClassification.progression,
"colors", [], [])
ITEMS_BY_GROUP.setdefault("Colors", []).append(color)
door_groups: Dict[str, List[str]] = {}
for room_name, doors in DOORS_BY_ROOM.items():
@@ -57,11 +59,11 @@ def load_item_data():
if door.skip_item is True or door.event is True:
continue
if door.group is None:
if door.door_group is None:
door_mode = "doors"
else:
door_mode = "complex door"
door_groups.setdefault(door.group, [])
door_groups.setdefault(door.door_group, [])
if room_name in PROGRESSION_BY_ROOM and door_name in PROGRESSION_BY_ROOM[room_name]:
door_mode = "special"
@@ -70,10 +72,15 @@ def load_item_data():
ItemData(get_door_item_id(room_name, door_name),
ItemClassification.filler if door.junk_item else ItemClassification.progression, door_mode,
door.has_doors, door.painting_ids)
ITEMS_BY_GROUP.setdefault("Doors", []).append(door.item_name)
if door.item_group is not None:
ITEMS_BY_GROUP.setdefault(door.item_group, []).append(door.item_name)
for group, group_door_ids in door_groups.items():
ALL_ITEM_TABLE[group] = ItemData(get_door_group_item_id(group),
ItemClassification.progression, "door group", True, [])
ITEMS_BY_GROUP.setdefault("Doors", []).append(group)
special_items: Dict[str, ItemClassification] = {
":)": ItemClassification.filler,
@@ -90,6 +97,11 @@ def load_item_data():
ALL_ITEM_TABLE[item_name] = ItemData(get_special_item_id(item_name), classification,
"special", False, [])
if classification == ItemClassification.filler:
ITEMS_BY_GROUP.setdefault("Junk", []).append(item_name)
elif classification == ItemClassification.trap:
ITEMS_BY_GROUP.setdefault("Traps", []).append(item_name)
for item_name in PROGRESSIVE_ITEMS:
ALL_ITEM_TABLE[item_name] = ItemData(get_progressive_item_id(item_name),
ItemClassification.progression, "special", False, [])

View File

@@ -30,10 +30,11 @@ class LingoLocation(Location):
ALL_LOCATION_TABLE: Dict[str, LocationData] = {}
LOCATIONS_BY_GROUP: Dict[str, List[str]] = {}
def load_location_data():
global ALL_LOCATION_TABLE
global ALL_LOCATION_TABLE, LOCATIONS_BY_GROUP
for room_name, panels in PANELS_BY_ROOM.items():
for panel_name, panel in panels.items():
@@ -50,6 +51,9 @@ def load_location_data():
LocationData(get_panel_location_id(room_name, panel_name), room_name,
[RoomAndPanel(None, panel_name)], classification)
if panel.achievement:
LOCATIONS_BY_GROUP.setdefault("Achievements", []).append(location_name)
for room_name, doors in DOORS_BY_ROOM.items():
for door_name, door in doors.items():
if door.skip_location or door.event or door.panels is None:

View File

@@ -150,9 +150,9 @@ class LingoPlayerLogic:
for room_name, room_data in DOORS_BY_ROOM.items():
for door_name, door_data in room_data.items():
if door_data.skip_item is False and door_data.event is False:
if door_data.group is not None and door_shuffle == ShuffleDoors.option_simple:
if door_data.door_group is not None and door_shuffle == ShuffleDoors.option_simple:
# Grouped doors are handled differently if shuffle doors is on simple.
self.set_door_item(room_name, door_name, door_data.group)
self.set_door_item(room_name, door_name, door_data.door_group)
else:
self.handle_non_grouped_door(room_name, door_data, world)

View File

@@ -255,10 +255,15 @@ def process_door(room_name, door_name, door_data):
else:
junk_item = False
if "group" in door_data:
group = door_data["group"]
if "door_group" in door_data:
door_group = door_data["door_group"]
else:
group = None
door_group = None
if "item_group" in door_data:
item_group = door_data["item_group"]
else:
item_group = None
# panels is a list of panels. Each panel can either be a simple string (the name of a panel in the current room) or
# a dictionary specifying a panel in a different room.
@@ -308,7 +313,7 @@ def process_door(room_name, door_name, door_data):
painting_ids = []
door_obj = Door(door_name, item_name, location_name, panels, skip_location, skip_item, has_doors,
painting_ids, event, group, include_reduce, junk_item)
painting_ids, event, door_group, include_reduce, junk_item, item_group)
DOORS_BY_ROOM[room_name][door_name] = door_obj

View File

@@ -42,7 +42,7 @@ door_groups = {}
directives = Set["entrances", "panels", "doors", "paintings", "progression"]
panel_directives = Set["id", "required_room", "required_door", "required_panel", "colors", "check", "exclude_reduce", "tag", "link", "subtag", "achievement", "copy_to_sign", "non_counting", "hunt"]
door_directives = Set["id", "painting_id", "panels", "item_name", "location_name", "skip_location", "skip_item", "group", "include_reduce", "junk_item", "event"]
door_directives = Set["id", "painting_id", "panels", "item_name", "item_group", "location_name", "skip_location", "skip_item", "door_group", "include_reduce", "junk_item", "event"]
painting_directives = Set["id", "enter_only", "exit_only", "orientation", "required_door", "required", "required_when_no_doors", "move", "req_blocked", "req_blocked_when_no_doors"]
non_counting = 0

View File

@@ -71,6 +71,12 @@ def first_nine_ixupi_capturable(state: CollectionState, player: int) -> bool:
and metal_capturable(state, player)
def all_skull_dials_available(state: CollectionState, player: int) -> bool:
return state.can_reach("Prehistoric", "Region", player) and state.can_reach("Tar River", "Region", player) \
and state.can_reach("Egypt", "Region", player) and state.can_reach("Burial", "Region", player) \
and state.can_reach("Gods Room", "Region", player) and state.can_reach("Werewolf", "Region", player)
def get_rules_lookup(player: int):
rules_lookup: Dict[str, List[Callable[[CollectionState], bool]]] = {
"entrances": {
@@ -116,10 +122,7 @@ def get_rules_lookup(player: int):
"To Tar River From Lobby": lambda state: (state.has("Crawling", player) and oil_capturable(state, player) and state.can_reach("Tar River", "Region", player)),
"To Burial From Egypt": lambda state: state.can_reach("Egypt", "Region", player),
"To Gods Room From Anansi": lambda state: state.can_reach("Gods Room", "Region", player),
"To Slide Room": lambda state: (
state.can_reach("Prehistoric", "Region", player) and state.can_reach("Tar River", "Region",player) and
state.can_reach("Egypt", "Region", player) and state.can_reach("Burial", "Region", player) and
state.can_reach("Gods Room", "Region", player) and state.can_reach("Werewolf", "Region", player)),
"To Slide Room": lambda state: all_skull_dials_available(state, player),
"To Lobby From Slide Room": lambda state: (beths_body_available(state, player))
},
"locations_required": {
@@ -141,6 +144,7 @@ def get_rules_lookup(player: int):
"Final Riddle: Norse God Stone Message": lambda state: (state.can_reach("Fortune Teller", "Region", player) and state.can_reach("UFO", "Region", player)),
"Final Riddle: Beth's Body Page 17": lambda state: beths_body_available(state, player),
"Final Riddle: Guillotine Dropped": lambda state: beths_body_available(state, player),
"Puzzle Solved Skull Dial Door": lambda state: all_skull_dials_available(state, player),
},
"locations_puzzle_hints": {
"Puzzle Solved Clock Tower Door": lambda state: state.can_reach("Three Floor Elevator", "Region", player),

View File

@@ -7,6 +7,7 @@ from .rules import set_location_rules, set_region_rules, randomize_ability_unloc
from .er_rules import set_er_location_rules
from .regions import tunic_regions
from .er_scripts import create_er_regions
from .er_data import portal_mapping
from .options import TunicOptions
from worlds.AutoWorld import WebWorld, World
from decimal import Decimal, ROUND_HALF_UP
@@ -44,7 +45,6 @@ class TunicWorld(World):
game = "TUNIC"
web = TunicWeb()
data_version = 2
options: TunicOptions
options_dataclass = TunicOptions
item_name_groups = item_name_groups
@@ -72,6 +72,7 @@ class TunicWorld(World):
self.options.maskless.value = passthrough["maskless"]
self.options.hexagon_quest.value = passthrough["hexagon_quest"]
self.options.entrance_rando.value = passthrough["entrance_rando"]
self.options.shuffle_ladders.value = passthrough["shuffle_ladders"]
def create_item(self, name: str) -> TunicItem:
item_data = item_table[name]
@@ -119,27 +120,46 @@ class TunicWorld(World):
items_to_create[rgb_hexagon] = 0
items_to_create[gold_hexagon] -= 3
# Filler items in the item pool
available_filler: List[str] = [filler for filler in items_to_create if items_to_create[filler] > 0 and
item_table[filler].classification == ItemClassification.filler]
# Remove filler to make room for other items
def remove_filler(amount: int):
for _ in range(0, amount):
if not available_filler:
fill = "Fool Trap"
else:
fill = self.random.choice(available_filler)
if items_to_create[fill] == 0:
raise Exception("No filler items left to accommodate options selected. Turn down fool trap amount.")
items_to_create[fill] -= 1
if items_to_create[fill] == 0:
available_filler.remove(fill)
if self.options.shuffle_ladders:
ladder_count = 0
for item_name, item_data in item_table.items():
if item_data.item_group == "ladders":
items_to_create[item_name] = 1
ladder_count += 1
remove_filler(ladder_count)
if hexagon_quest:
# Calculate number of hexagons in item pool
hexagon_goal = self.options.hexagon_goal
extra_hexagons = self.options.extra_hexagon_percentage
items_to_create[gold_hexagon] += int((Decimal(100 + extra_hexagons) / 100 * hexagon_goal).to_integral_value(rounding=ROUND_HALF_UP))
# Replace pages and normal hexagons with filler
for replaced_item in list(filter(lambda item: "Pages" in item or item in hexagon_locations, items_to_create)):
items_to_create[self.get_filler_item_name()] += items_to_create[replaced_item]
filler_name = self.get_filler_item_name()
items_to_create[filler_name] += items_to_create[replaced_item]
if items_to_create[filler_name] >= 1 and filler_name not in available_filler:
available_filler.append(filler_name)
items_to_create[replaced_item] = 0
# Filler items that are still in the item pool to swap out
available_filler: List[str] = [filler for filler in items_to_create if items_to_create[filler] > 0 and
item_table[filler].classification == ItemClassification.filler]
# Remove filler to make room for extra hexagons
for i in range(0, items_to_create[gold_hexagon]):
fill = self.random.choice(available_filler)
items_to_create[fill] -= 1
if items_to_create[fill] == 0:
available_filler.remove(fill)
remove_filler(items_to_create[gold_hexagon])
if self.options.maskless:
mask_item = TunicItem("Scavenger Mask", ItemClassification.useful, self.item_name_to_id["Scavenger Mask"], self.player)
@@ -147,8 +167,8 @@ class TunicWorld(World):
items_to_create["Scavenger Mask"] = 0
if self.options.lanternless:
mask_item = TunicItem("Lantern", ItemClassification.useful, self.item_name_to_id["Lantern"], self.player)
tunic_items.append(mask_item)
lantern_item = TunicItem("Lantern", ItemClassification.useful, self.item_name_to_id["Lantern"], self.player)
tunic_items.append(lantern_item)
items_to_create["Lantern"] = 0
for item, quantity in items_to_create.items():
@@ -172,15 +192,16 @@ class TunicWorld(World):
self.ability_unlocks["Pages 24-25 (Prayer)"] = passthrough["Hexagon Quest Prayer"]
self.ability_unlocks["Pages 42-43 (Holy Cross)"] = passthrough["Hexagon Quest Holy Cross"]
self.ability_unlocks["Pages 52-53 (Icebolt)"] = passthrough["Hexagon Quest Icebolt"]
if self.options.entrance_rando:
portal_pairs, portal_hints = create_er_regions(self)
for portal1, portal2 in portal_pairs.items():
self.tunic_portal_pairs[portal1.scene_destination()] = portal2.scene_destination()
self.er_portal_hints = portal_hints
# ladder rando uses ER with vanilla connections, so that we're not managing more rules files
if self.options.entrance_rando or self.options.shuffle_ladders:
portal_pairs = create_er_regions(self)
if self.options.entrance_rando:
# these get interpreted by the game to tell it which entrances to connect
for portal1, portal2 in portal_pairs.items():
self.tunic_portal_pairs[portal1.scene_destination()] = portal2.scene_destination()
else:
# for non-ER, non-ladders
for region_name in tunic_regions:
region = Region(region_name, self.player, self.multiworld)
self.multiworld.regions.append(region)
@@ -201,7 +222,7 @@ class TunicWorld(World):
victory_region.locations.append(victory_location)
def set_rules(self) -> None:
if self.options.entrance_rando:
if self.options.entrance_rando or self.options.shuffle_ladders:
set_er_location_rules(self, self.ability_unlocks)
else:
set_region_rules(self, self.ability_unlocks)
@@ -212,7 +233,31 @@ class TunicWorld(World):
def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]):
if self.options.entrance_rando:
hint_data[self.player] = self.er_portal_hints
hint_data.update({self.player: {}})
# all state seems to have efficient paths
all_state = self.multiworld.get_all_state(True)
all_state.update_reachable_regions(self.player)
paths = all_state.path
portal_names = [portal.name for portal in portal_mapping]
for location in self.multiworld.get_locations(self.player):
# skipping event locations
if not location.address:
continue
path_to_loc = []
previous_name = "placeholder"
name, connection = paths[location.parent_region]
while connection != ("Menu", None):
name, connection = connection
# for LS entrances, we just want to give the portal name
if "(LS)" in name:
name, _ = name.split(" (LS) ")
# was getting some cases like Library Grave -> Library Grave -> other place
if name in portal_names and name != previous_name:
previous_name = name
path_to_loc.append(name)
hint_text = " -> ".join(reversed(path_to_loc))
if hint_text:
hint_data[self.player][location.address] = hint_text
def fill_slot_data(self) -> Dict[str, Any]:
slot_data: Dict[str, Any] = {
@@ -226,7 +271,8 @@ class TunicWorld(World):
"logic_rules": self.options.logic_rules.value,
"lanternless": self.options.lanternless.value,
"maskless": self.options.maskless.value,
"entrance_rando": bool(self.options.entrance_rando.value),
"entrance_rando": int(bool(self.options.entrance_rando.value)),
"shuffle_ladders": self.options.shuffle_ladders.value,
"Hexagon Quest Prayer": self.ability_unlocks["Pages 24-25 (Prayer)"],
"Hexagon Quest Holy Cross": self.ability_unlocks["Pages 42-43 (Holy Cross)"],
"Hexagon Quest Icebolt": self.ability_unlocks["Pages 52-53 (Icebolt)"],

View File

@@ -67,7 +67,7 @@ For the Entrance Randomizer:
Bombs, consumables (non-bomb ones), weapons, melee weapons (stick and sword), keys, hexagons, offerings, hero relics, cards, golden treasures, money, pages, and abilities (the three ability pages). There are also a few groups being used for singular items: laurels, orb, dagger, magic rod, holy cross, prayer, icebolt, and progressive sword.
## What location groups are there?
Holy cross (for all holy cross checks), fairies (for the two fairy checks), well (for the coin well checks), and shop. Additionally, for checks that do not fall into the above categories, the name of the region is the name of the location group.
Holy cross (for all holy cross checks), fairies (for the two fairy checks), well (for the coin well checks), shop, bosses (for the bosses with checks associated with them), hero relic (for the 6 hero grave checks), and ladders (for the ladder items when you have shuffle ladders enabled).
## Is Connection Plando supported?
Yes. The host needs to enable it in their `host.yaml`, and the player's yaml needs to contain a plando_connections block.

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File diff suppressed because it is too large Load Diff

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@@ -1,7 +1,7 @@
from typing import Dict, List, Set, Tuple, TYPE_CHECKING
from BaseClasses import Region, ItemClassification, Item, Location
from .locations import location_table
from .er_data import Portal, tunic_er_regions, portal_mapping, hallway_helper, hallway_helper_ur, \
from .er_data import Portal, tunic_er_regions, portal_mapping, \
dependent_regions_restricted, dependent_regions_nmg, dependent_regions_ur
from .er_rules import set_er_region_rules
from worlds.generic import PlandoConnection
@@ -19,118 +19,26 @@ class TunicERLocation(Location):
game: str = "TUNIC"
def create_er_regions(world: "TunicWorld") -> Tuple[Dict[Portal, Portal], Dict[int, str]]:
def create_er_regions(world: "TunicWorld") -> Dict[Portal, Portal]:
regions: Dict[str, Region] = {}
portal_pairs: Dict[Portal, Portal] = pair_portals(world)
logic_rules = world.options.logic_rules
if world.options.entrance_rando:
portal_pairs: Dict[Portal, Portal] = pair_portals(world)
# output the entrances to the spoiler log here for convenience
for portal1, portal2 in portal_pairs.items():
world.multiworld.spoiler.set_entrance(portal1.name, portal2.name, "both", world.player)
# output the entrances to the spoiler log here for convenience
for portal1, portal2 in portal_pairs.items():
world.multiworld.spoiler.set_entrance(portal1.name, portal2.name, "both", world.player)
else:
portal_pairs: Dict[Portal, Portal] = vanilla_portals()
# check if a portal leads to a hallway. if it does, update the hint text accordingly
def hint_helper(portal: Portal, hint_string: str = "") -> str:
# start by setting it as the name of the portal, for the case we're not using the hallway helper
if hint_string == "":
hint_string = portal.name
# unrestricted has fewer hallways, like the well rail
if logic_rules == "unrestricted":
hallways = hallway_helper_ur
else:
hallways = hallway_helper
if portal.scene_destination() in hallways:
# if we have a hallway, we want the region rather than the portal name
if hint_string == portal.name:
hint_string = portal.region
# library exterior is two regions, we just want to fix up the name
if hint_string in {"Library Exterior Tree", "Library Exterior Ladder"}:
hint_string = "Library Exterior"
# search through the list for the other end of the hallway
for portala, portalb in portal_pairs.items():
if portala.scene_destination() == hallways[portal.scene_destination()]:
# if we find that we have a chain of hallways, do recursion
if portalb.scene_destination() in hallways:
hint_region = portalb.region
if hint_region in {"Library Exterior Tree", "Library Exterior Ladder"}:
hint_region = "Library Exterior"
hint_string = hint_region + " then " + hint_string
hint_string = hint_helper(portalb, hint_string)
else:
# if we didn't find a chain, get the portal name for the end of the chain
hint_string = portalb.name + " then " + hint_string
return hint_string
# and then the same thing for the other portal, since we have to check each separately
if portalb.scene_destination() == hallways[portal.scene_destination()]:
if portala.scene_destination() in hallways:
hint_region = portala.region
if hint_region in {"Library Exterior Tree", "Library Exterior Ladder"}:
hint_region = "Library Exterior"
hint_string = hint_region + " then " + hint_string
hint_string = hint_helper(portala, hint_string)
else:
hint_string = portala.name + " then " + hint_string
return hint_string
return hint_string
# create our regions, give them hint text if they're in a spot where it makes sense to
# we're limiting which ones get hints so that it still gets that ER feel with a little less BS
for region_name, region_data in tunic_er_regions.items():
hint_text = "error"
if region_data.hint == 1:
for portal1, portal2 in portal_pairs.items():
if portal1.region == region_name:
hint_text = hint_helper(portal2)
break
if portal2.region == region_name:
hint_text = hint_helper(portal1)
break
regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
elif region_data.hint == 2:
for portal1, portal2 in portal_pairs.items():
if portal1.scene() == tunic_er_regions[region_name].game_scene:
hint_text = hint_helper(portal2)
break
if portal2.scene() == tunic_er_regions[region_name].game_scene:
hint_text = hint_helper(portal1)
break
regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
elif region_data.hint == 3:
# west garden portal item is at a dead end in restricted, otherwise just in west garden
if region_name == "West Garden Portal Item":
if world.options.logic_rules:
for portal1, portal2 in portal_pairs.items():
if portal1.scene() == "Archipelagos Redux":
hint_text = hint_helper(portal2)
break
if portal2.scene() == "Archipelagos Redux":
hint_text = hint_helper(portal1)
break
regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
else:
for portal1, portal2 in portal_pairs.items():
if portal1.region == "West Garden Portal":
hint_text = hint_helper(portal2)
break
if portal2.region == "West Garden Portal":
hint_text = hint_helper(portal1)
break
regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
else:
regions[region_name] = Region(region_name, world.player, world.multiworld)
regions[region_name] = Region(region_name, world.player, world.multiworld)
set_er_region_rules(world, world.ability_unlocks, regions, portal_pairs)
er_hint_data: Dict[int, str] = {}
for location_name, location_id in world.location_name_to_id.items():
region = regions[location_table[location_name].er_region]
location = TunicERLocation(world.player, location_name, location_id, region)
region.locations.append(location)
if region.name == region.hint_text:
continue
er_hint_data[location.address] = region.hint_text
create_randomized_entrances(portal_pairs, regions)
@@ -145,14 +53,12 @@ def create_er_regions(world: "TunicWorld") -> Tuple[Dict[Portal, Portal], Dict[i
world.multiworld.completion_condition[world.player] = lambda state: state.has("Victory", world.player)
victory_region.locations.append(victory_location)
portals_and_hints = (portal_pairs, er_hint_data)
return portals_and_hints
return portal_pairs
tunic_events: Dict[str, str] = {
"Eastern Bell": "Forest Belltower Upper",
"Western Bell": "Overworld Belltower",
"Western Bell": "Overworld Belltower at Bell",
"Furnace Fuse": "Furnace Fuse",
"South and West Fortress Exterior Fuses": "Fortress Exterior from Overworld",
"Upper and Central Fortress Exterior Fuses": "Fortress Courtyard Upper",
@@ -163,7 +69,7 @@ tunic_events: Dict[str, str] = {
"Quarry Fuse": "Quarry",
"Ziggurat Fuse": "Rooted Ziggurat Lower Back",
"West Garden Fuse": "West Garden",
"Library Fuse": "Library Lab",
"Library Fuse": "Library Lab"
}
@@ -180,6 +86,38 @@ def place_event_items(world: "TunicWorld", regions: Dict[str, Region]) -> None:
region.locations.append(location)
def vanilla_portals() -> Dict[Portal, Portal]:
portal_pairs: Dict[Portal, Portal] = {}
portal_map = portal_mapping.copy()
shop_num = 1
while portal_map:
portal1 = portal_map[0]
portal2 = None
# portal2 scene destination tag is portal1's destination scene tag
portal2_sdt = portal1.destination_scene()
if portal2_sdt.startswith("Shop,"):
portal2 = Portal(name=f"Shop", region="Shop",
destination="Previous Region", tag="_")
shop_num += 1
if portal2_sdt == "Purgatory, Purgatory_bottom":
portal2_sdt = "Purgatory, Purgatory_top"
for portal in portal_map:
if portal.scene_destination() == portal2_sdt:
portal2 = portal
break
portal_pairs[portal1] = portal2
portal_map.remove(portal1)
if not portal2_sdt.startswith("Shop,"):
portal_map.remove(portal2)
return portal_pairs
# pairing off portals, starting with dead ends
def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
# separate the portals into dead ends and non-dead ends
@@ -290,7 +228,7 @@ def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
break
if p_exit in ["Shop Portal", "Shop"]:
portal2 = Portal(name="Shop Portal", region=f"Shop",
destination="Previous Region_")
destination="Previous Region", tag="_")
shop_count -= 1
if shop_count < 0:
shop_count += 2
@@ -355,10 +293,12 @@ def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
if portal.scene_destination() == "Overworld Redux, Windmill_":
portal1 = portal
break
portal2 = Portal(name="Shop Portal", region="Shop", destination="Previous Region_")
if not portal1:
raise Exception(f"Failed to do Fixed Shop option. "
f"Did {player_name} plando connection the Windmill Shop entrance?")
portal2 = Portal(name="Shop Portal", region="Shop", destination="Previous Region", tag="_")
portal_pairs[portal1] = portal2
two_plus.remove(portal1)
@@ -433,7 +373,8 @@ def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
break
if portal1 is None:
raise Exception("Too many shops in the pool, or something else went wrong.")
portal2 = Portal(name="Shop Portal", region="Shop", destination="Previous Region_")
portal2 = Portal(name="Shop Portal", region="Shop", destination="Previous Region", tag="_")
portal_pairs[portal1] = portal2
# connect dead ends to random non-dead ends
@@ -465,10 +406,10 @@ def create_randomized_entrances(portal_pairs: Dict[Portal, Portal], regions: Dic
for portal1, portal2 in portal_pairs.items():
region1 = regions[portal1.region]
region2 = regions[portal2.region]
region1.connect(region2, f"{portal1.name} -> {portal2.name}")
region1.connect(connecting_region=region2, name=portal1.name)
# prevent the logic from thinking you can get to any shop-connected region from the shop
if not portal2.name.startswith("Shop"):
region2.connect(region1, f"{portal2.name} -> {portal1.name}")
if portal2.name not in {"Shop", "Shop Portal"}:
region2.connect(connecting_region=region1, name=portal2.name)
# loop through the static connections, return regions you can reach from this region
@@ -519,8 +460,8 @@ def gate_before_switch(check_portal: Portal, two_plus: List[Portal]) -> bool:
return True
# fortress teleporter needs only the left fuses
elif check_portal.scene_destination() in ["Fortress Arena, Transit_teleporter_spidertank",
"Transit, Fortress Arena_teleporter_spidertank"]:
elif check_portal.scene_destination() in {"Fortress Arena, Transit_teleporter_spidertank",
"Transit, Fortress Arena_teleporter_spidertank"}:
i = j = k = 0
for portal in two_plus:
if portal.scene() == "Fortress Courtyard":
@@ -537,7 +478,8 @@ def gate_before_switch(check_portal: Portal, two_plus: List[Portal]) -> bool:
elif check_portal.scene_destination() == "Swamp Redux 2, Cathedral Redux_main":
i = 0
for portal in two_plus:
if portal.region == "Swamp":
if portal.region in {"Swamp Front", "Swamp to Cathedral Treasure Room",
"Swamp to Cathedral Main Entrance Region"}:
i += 1
if i == 4:
return True
@@ -553,8 +495,8 @@ def gate_before_switch(check_portal: Portal, two_plus: List[Portal]) -> bool:
# Quarry teleporter needs you to hit the Darkwoods fuse
# Since it's physically in Quarry, we don't need to check for it
elif check_portal.scene_destination() in ["Quarry Redux, Transit_teleporter_quarry teleporter",
"Quarry Redux, ziggurat2020_0_"]:
elif check_portal.scene_destination() in {"Quarry Redux, Transit_teleporter_quarry teleporter",
"Quarry Redux, ziggurat2020_0_"}:
i = 0
for portal in two_plus:
if portal.scene() == "Darkwoods Tunnel":

View File

@@ -143,6 +143,28 @@ item_table: Dict[str, TunicItemData] = {
"Pages 50-51": TunicItemData(ItemClassification.useful, 1, 127, "pages"),
"Pages 52-53 (Icebolt)": TunicItemData(ItemClassification.progression, 1, 128, "pages"),
"Pages 54-55": TunicItemData(ItemClassification.useful, 1, 129, "pages"),
"Ladders near Weathervane": TunicItemData(ItemClassification.progression, 0, 130, "ladders"),
"Ladders near Overworld Checkpoint": TunicItemData(ItemClassification.progression, 0, 131, "ladders"),
"Ladders near Patrol Cave": TunicItemData(ItemClassification.progression, 0, 132, "ladders"),
"Ladder near Temple Rafters": TunicItemData(ItemClassification.progression, 0, 133, "ladders"),
"Ladders near Dark Tomb": TunicItemData(ItemClassification.progression, 0, 134, "ladders"),
"Ladder to Quarry": TunicItemData(ItemClassification.progression, 0, 135, "ladders"),
"Ladders to West Bell": TunicItemData(ItemClassification.progression, 0, 136, "ladders"),
"Ladders in Overworld Town": TunicItemData(ItemClassification.progression, 0, 137, "ladders"),
"Ladder to Ruined Atoll": TunicItemData(ItemClassification.progression, 0, 138, "ladders"),
"Ladder to Swamp": TunicItemData(ItemClassification.progression, 0, 139, "ladders"),
"Ladders in Well": TunicItemData(ItemClassification.progression, 0, 140, "ladders"),
"Ladder in Dark Tomb": TunicItemData(ItemClassification.progression, 0, 141, "ladders"),
"Ladder to East Forest": TunicItemData(ItemClassification.progression, 0, 142, "ladders"),
"Ladders to Lower Forest": TunicItemData(ItemClassification.progression, 0, 143, "ladders"),
"Ladder to Beneath the Vault": TunicItemData(ItemClassification.progression, 0, 144, "ladders"),
"Ladders in Hourglass Cave": TunicItemData(ItemClassification.progression, 0, 145, "ladders"),
"Ladders in South Atoll": TunicItemData(ItemClassification.progression, 0, 146, "ladders"),
"Ladders to Frog's Domain": TunicItemData(ItemClassification.progression, 0, 147, "ladders"),
"Ladders in Library": TunicItemData(ItemClassification.progression, 0, 148, "ladders"),
"Ladders in Lower Quarry": TunicItemData(ItemClassification.progression, 0, 149, "ladders"),
"Ladders in Swamp": TunicItemData(ItemClassification.progression, 0, 150, "ladders"),
}
fool_tiers: List[List[str]] = [
@@ -209,7 +231,9 @@ extra_groups: Dict[str, Set[str]] = {
"melee weapons": {"Stick", "Sword", "Sword Upgrade"},
"progressive sword": {"Sword Upgrade"},
"abilities": {"Pages 24-25 (Prayer)", "Pages 42-43 (Holy Cross)", "Pages 52-53 (Icebolt)"},
"questagons": {"Red Questagon", "Green Questagon", "Blue Questagon", "Gold Questagon"}
"questagons": {"Red Questagon", "Green Questagon", "Blue Questagon", "Gold Questagon"},
"ladder to atoll": {"Ladder to Ruined Atoll"}, # fuzzy matching made it hint Ladders in Well, now it won't
"ladders to bell": {"Ladders to West Bell"},
}
item_name_groups.update(extra_groups)

View File

@@ -1,11 +1,11 @@
from typing import Dict, NamedTuple, Set
from itertools import groupby
from typing import Dict, NamedTuple, Set, Optional, List
class TunicLocationData(NamedTuple):
region: str
er_region: str # entrance rando region
location_group: str = "region"
location_group: Optional[str] = None
location_groups: Optional[List[str]] = None
location_base_id = 509342400
@@ -22,10 +22,10 @@ location_table: Dict[str, TunicLocationData] = {
"Beneath the Well - [Back Corridor] Right Secret": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
"Beneath the Well - [Back Corridor] Left Secret": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
"Beneath the Well - [Second Room] Obscured Behind Waterfall": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
"Beneath the Well - [Side Room] Chest By Pots": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
"Beneath the Well - [Side Room] Chest By Pots": TunicLocationData("Beneath the Well", "Beneath the Well Back"),
"Beneath the Well - [Side Room] Chest By Phrends": TunicLocationData("Beneath the Well", "Beneath the Well Back"),
"Beneath the Well - [Second Room] Page": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
"Dark Tomb Checkpoint - [Passage To Dark Tomb] Page Pickup": TunicLocationData("Beneath the Well", "Dark Tomb Checkpoint"),
"Dark Tomb Checkpoint - [Passage To Dark Tomb] Page Pickup": TunicLocationData("Overworld", "Dark Tomb Checkpoint"),
"Cathedral - [1F] Guarded By Lasers": TunicLocationData("Cathedral", "Cathedral"),
"Cathedral - [1F] Near Spikes": TunicLocationData("Cathedral", "Cathedral"),
"Cathedral - [2F] Bird Room": TunicLocationData("Cathedral", "Cathedral"),
@@ -39,25 +39,25 @@ location_table: Dict[str, TunicLocationData] = {
"Dark Tomb - 2nd Laser Room": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
"Dark Tomb - 1st Laser Room": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
"Dark Tomb - Spike Maze Upper Walkway": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
"Dark Tomb - Skulls Chest": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
"Dark Tomb - Skulls Chest": TunicLocationData("Dark Tomb", "Dark Tomb Upper"),
"Dark Tomb - Spike Maze Near Stairs": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
"Dark Tomb - 1st Laser Room Obscured": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
"Guardhouse 2 - Upper Floor": TunicLocationData("East Forest", "Guard House 2"),
"Guardhouse 2 - Bottom Floor Secret": TunicLocationData("East Forest", "Guard House 2"),
"Guardhouse 2 - Upper Floor": TunicLocationData("East Forest", "Guard House 2 Upper"),
"Guardhouse 2 - Bottom Floor Secret": TunicLocationData("East Forest", "Guard House 2 Lower"),
"Guardhouse 1 - Upper Floor Obscured": TunicLocationData("East Forest", "Guard House 1 East"),
"Guardhouse 1 - Upper Floor": TunicLocationData("East Forest", "Guard House 1 East"),
"East Forest - Dancing Fox Spirit Holy Cross": TunicLocationData("East Forest", "East Forest Dance Fox Spot", "holy cross"),
"East Forest - Golden Obelisk Holy Cross": TunicLocationData("East Forest", "East Forest", "holy cross"),
"East Forest - Dancing Fox Spirit Holy Cross": TunicLocationData("East Forest", "East Forest Dance Fox Spot", location_group="holy cross"),
"East Forest - Golden Obelisk Holy Cross": TunicLocationData("East Forest", "Lower Forest", location_group="holy cross"),
"East Forest - Ice Rod Grapple Chest": TunicLocationData("East Forest", "East Forest"),
"East Forest - Above Save Point": TunicLocationData("East Forest", "East Forest"),
"East Forest - Above Save Point Obscured": TunicLocationData("East Forest", "East Forest"),
"East Forest - From Guardhouse 1 Chest": TunicLocationData("East Forest", "East Forest Dance Fox Spot"),
"East Forest - Near Save Point": TunicLocationData("East Forest", "East Forest"),
"East Forest - Beneath Spider Chest": TunicLocationData("East Forest", "East Forest"),
"East Forest - Beneath Spider Chest": TunicLocationData("East Forest", "Lower Forest"),
"East Forest - Near Telescope": TunicLocationData("East Forest", "East Forest"),
"East Forest - Spider Chest": TunicLocationData("East Forest", "East Forest"),
"East Forest - Lower Dash Chest": TunicLocationData("East Forest", "East Forest"),
"East Forest - Lower Grapple Chest": TunicLocationData("East Forest", "East Forest"),
"East Forest - Spider Chest": TunicLocationData("East Forest", "Lower Forest"),
"East Forest - Lower Dash Chest": TunicLocationData("East Forest", "Lower Forest"),
"East Forest - Lower Grapple Chest": TunicLocationData("East Forest", "Lower Forest"),
"East Forest - Bombable Wall": TunicLocationData("East Forest", "East Forest"),
"East Forest - Page On Teleporter": TunicLocationData("East Forest", "East Forest"),
"Forest Belltower - Near Save Point": TunicLocationData("East Forest", "Forest Belltower Lower"),
@@ -65,18 +65,18 @@ location_table: Dict[str, TunicLocationData] = {
"Forest Belltower - Obscured Near Bell Top Floor": TunicLocationData("East Forest", "Forest Belltower Upper"),
"Forest Belltower - Obscured Beneath Bell Bottom Floor": TunicLocationData("East Forest", "Forest Belltower Main"),
"Forest Belltower - Page Pickup": TunicLocationData("East Forest", "Forest Belltower Main"),
"Forest Grave Path - Holy Cross Code by Grave": TunicLocationData("East Forest", "Forest Grave Path by Grave", "holy cross"),
"Forest Grave Path - Holy Cross Code by Grave": TunicLocationData("East Forest", "Forest Grave Path by Grave", location_group="holy cross"),
"Forest Grave Path - Above Gate": TunicLocationData("East Forest", "Forest Grave Path Main"),
"Forest Grave Path - Obscured Chest": TunicLocationData("East Forest", "Forest Grave Path Main"),
"Forest Grave Path - Upper Walkway": TunicLocationData("East Forest", "Forest Grave Path Upper"),
"Forest Grave Path - Sword Pickup": TunicLocationData("East Forest", "Forest Grave Path by Grave"),
"Hero's Grave - Tooth Relic": TunicLocationData("East Forest", "Hero Relic - East Forest"),
"Hero's Grave - Tooth Relic": TunicLocationData("East Forest", "Hero Relic - East Forest", location_group="hero relic"),
"Fortress Courtyard - From East Belltower": TunicLocationData("East Forest", "Fortress Exterior from East Forest"),
"Fortress Leaf Piles - Secret Chest": TunicLocationData("Eastern Vault Fortress", "Fortress Leaf Piles"),
"Fortress Arena - Hexagon Red": TunicLocationData("Eastern Vault Fortress", "Fortress Arena"),
"Fortress Arena - Siege Engine/Vault Key Pickup": TunicLocationData("Eastern Vault Fortress", "Fortress Arena"),
"Fortress Arena - Siege Engine/Vault Key Pickup": TunicLocationData("Eastern Vault Fortress", "Fortress Arena", location_group="bosses"),
"Fortress East Shortcut - Chest Near Slimes": TunicLocationData("Eastern Vault Fortress", "Fortress East Shortcut Lower"),
"Eastern Vault Fortress - [West Wing] Candles Holy Cross": TunicLocationData("Eastern Vault Fortress", "Eastern Vault Fortress", "holy cross"),
"Eastern Vault Fortress - [West Wing] Candles Holy Cross": TunicLocationData("Eastern Vault Fortress", "Eastern Vault Fortress", location_group="holy cross"),
"Eastern Vault Fortress - [West Wing] Dark Room Chest 1": TunicLocationData("Eastern Vault Fortress", "Eastern Vault Fortress"),
"Eastern Vault Fortress - [West Wing] Dark Room Chest 2": TunicLocationData("Eastern Vault Fortress", "Eastern Vault Fortress"),
"Eastern Vault Fortress - [East Wing] Bombable Wall": TunicLocationData("Eastern Vault Fortress", "Eastern Vault Fortress"),
@@ -84,7 +84,7 @@ location_table: Dict[str, TunicLocationData] = {
"Fortress Grave Path - Upper Walkway": TunicLocationData("Eastern Vault Fortress", "Fortress Grave Path Upper"),
"Fortress Grave Path - Chest Right of Grave": TunicLocationData("Eastern Vault Fortress", "Fortress Grave Path"),
"Fortress Grave Path - Obscured Chest Left of Grave": TunicLocationData("Eastern Vault Fortress", "Fortress Grave Path"),
"Hero's Grave - Flowers Relic": TunicLocationData("Eastern Vault Fortress", "Hero Relic - Fortress"),
"Hero's Grave - Flowers Relic": TunicLocationData("Eastern Vault Fortress", "Hero Relic - Fortress", location_group="hero relic"),
"Beneath the Fortress - Bridge": TunicLocationData("Beneath the Vault", "Beneath the Vault Back"),
"Beneath the Fortress - Cell Chest 1": TunicLocationData("Beneath the Vault", "Beneath the Vault Back"),
"Beneath the Fortress - Obscured Behind Waterfall": TunicLocationData("Beneath the Vault", "Beneath the Vault Front"),
@@ -101,8 +101,8 @@ location_table: Dict[str, TunicLocationData] = {
"Frog's Domain - Side Room Chest": TunicLocationData("Frog's Domain", "Frog's Domain"),
"Frog's Domain - Side Room Grapple Secret": TunicLocationData("Frog's Domain", "Frog's Domain"),
"Frog's Domain - Magic Orb Pickup": TunicLocationData("Frog's Domain", "Frog's Domain"),
"Librarian - Hexagon Green": TunicLocationData("Library", "Library Arena"),
"Library Hall - Holy Cross Chest": TunicLocationData("Library", "Library Hall", "holy cross"),
"Librarian - Hexagon Green": TunicLocationData("Library", "Library Arena", location_group="bosses"),
"Library Hall - Holy Cross Chest": TunicLocationData("Library", "Library Hall", location_group="holy cross"),
"Library Lab - Chest By Shrine 2": TunicLocationData("Library", "Library Lab"),
"Library Lab - Chest By Shrine 1": TunicLocationData("Library", "Library Lab"),
"Library Lab - Chest By Shrine 3": TunicLocationData("Library", "Library Lab"),
@@ -110,7 +110,7 @@ location_table: Dict[str, TunicLocationData] = {
"Library Lab - Page 3": TunicLocationData("Library", "Library Lab"),
"Library Lab - Page 1": TunicLocationData("Library", "Library Lab"),
"Library Lab - Page 2": TunicLocationData("Library", "Library Lab"),
"Hero's Grave - Mushroom Relic": TunicLocationData("Library", "Hero Relic - Library"),
"Hero's Grave - Mushroom Relic": TunicLocationData("Library", "Hero Relic - Library", location_group="hero relic"),
"Lower Mountain - Page Before Door": TunicLocationData("Overworld", "Lower Mountain"),
"Changing Room - Normal Chest": TunicLocationData("Overworld", "Changing Room"),
"Fortress Courtyard - Chest Near Cave": TunicLocationData("Overworld", "Fortress Exterior near cave"),
@@ -122,42 +122,42 @@ location_table: Dict[str, TunicLocationData] = {
"Old House - Normal Chest": TunicLocationData("Overworld", "Old House Front"),
"Old House - Shield Pickup": TunicLocationData("Overworld", "Old House Front"),
"Overworld - [West] Obscured Behind Windmill": TunicLocationData("Overworld", "Overworld"),
"Overworld - [South] Beach Chest": TunicLocationData("Overworld", "Overworld"),
"Overworld - [South] Beach Chest": TunicLocationData("Overworld", "Overworld Beach"),
"Overworld - [West] Obscured Near Well": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Central] Bombable Wall": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Northwest] Chest Near Turret": TunicLocationData("Overworld", "Overworld"),
"Overworld - [East] Chest Near Pots": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Northwest] Chest Near Golden Obelisk": TunicLocationData("Overworld", "Overworld"),
"Overworld - [East] Chest Near Pots": TunicLocationData("Overworld", "East Overworld"),
"Overworld - [Northwest] Chest Near Golden Obelisk": TunicLocationData("Overworld", "Overworld above Quarry Entrance"),
"Overworld - [Southwest] South Chest Near Guard": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Southwest] West Beach Guarded By Turret": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Southwest] West Beach Guarded By Turret": TunicLocationData("Overworld", "Overworld Beach"),
"Overworld - [Southwest] Chest Guarded By Turret": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Northwest] Shadowy Corner Chest": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Southwest] Obscured In Tunnel To Beach": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Southwest] Grapple Chest Over Walkway": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Northwest] Chest Beneath Quarry Gate": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Southeast] Chest Near Swamp": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Southwest] From West Garden": TunicLocationData("Overworld", "Overworld"),
"Overworld - [East] Grapple Chest": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Southwest] West Beach Guarded By Turret 2": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Southwest] Beach Chest Near Flowers": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Northwest] Chest Beneath Quarry Gate": TunicLocationData("Overworld", "Overworld after Envoy"),
"Overworld - [Southeast] Chest Near Swamp": TunicLocationData("Overworld", "Overworld Swamp Lower Entry"),
"Overworld - [Southwest] From West Garden": TunicLocationData("Overworld", "Overworld Beach"),
"Overworld - [East] Grapple Chest": TunicLocationData("Overworld", "Overworld above Patrol Cave"),
"Overworld - [Southwest] West Beach Guarded By Turret 2": TunicLocationData("Overworld", "Overworld Beach"),
"Overworld - [Southwest] Beach Chest Near Flowers": TunicLocationData("Overworld", "Overworld Beach"),
"Overworld - [Southwest] Bombable Wall Near Fountain": TunicLocationData("Overworld", "Overworld"),
"Overworld - [West] Chest After Bell": TunicLocationData("Overworld", "Overworld Belltower"),
"Overworld - [Southwest] Tunnel Guarded By Turret": TunicLocationData("Overworld", "Overworld"),
"Overworld - [East] Between Ladders Near Ruined Passage": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Northeast] Chest Above Patrol Cave": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Southwest] Beach Chest Beneath Guard": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Southwest] Tunnel Guarded By Turret": TunicLocationData("Overworld", "Overworld Tunnel Turret"),
"Overworld - [East] Between Ladders Near Ruined Passage": TunicLocationData("Overworld", "Above Ruined Passage"),
"Overworld - [Northeast] Chest Above Patrol Cave": TunicLocationData("Overworld", "Upper Overworld"),
"Overworld - [Southwest] Beach Chest Beneath Guard": TunicLocationData("Overworld", "Overworld Beach"),
"Overworld - [Central] Chest Across From Well": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Northwest] Chest Near Quarry Gate": TunicLocationData("Overworld", "Overworld"),
"Overworld - [East] Chest In Trees": TunicLocationData("Overworld", "Overworld"),
"Overworld - [East] Chest In Trees": TunicLocationData("Overworld", "Above Ruined Passage"),
"Overworld - [West] Chest Behind Moss Wall": TunicLocationData("Overworld", "Overworld"),
"Overworld - [South] Beach Page": TunicLocationData("Overworld", "Overworld"),
"Overworld - [South] Beach Page": TunicLocationData("Overworld", "Overworld Beach"),
"Overworld - [Southeast] Page on Pillar by Swamp": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Southwest] Key Pickup": TunicLocationData("Overworld", "Overworld"),
"Overworld - [West] Key Pickup": TunicLocationData("Overworld", "Overworld"),
"Overworld - [East] Page Near Secret Shop": TunicLocationData("Overworld", "Overworld"),
"Overworld - [East] Page Near Secret Shop": TunicLocationData("Overworld", "East Overworld"),
"Overworld - [Southwest] Fountain Page": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Northwest] Page on Pillar by Dark Tomb": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Northwest] Fire Wand Pickup": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Northwest] Fire Wand Pickup": TunicLocationData("Overworld", "Upper Overworld"),
"Overworld - [West] Page On Teleporter": TunicLocationData("Overworld", "Overworld"),
"Overworld - [Northwest] Page By Well": TunicLocationData("Overworld", "Overworld"),
"Patrol Cave - Normal Chest": TunicLocationData("Overworld", "Patrol Cave"),
@@ -165,49 +165,49 @@ location_table: Dict[str, TunicLocationData] = {
"Ruined Shop - Chest 2": TunicLocationData("Overworld", "Ruined Shop"),
"Ruined Shop - Chest 3": TunicLocationData("Overworld", "Ruined Shop"),
"Ruined Passage - Page Pickup": TunicLocationData("Overworld", "Ruined Passage"),
"Shop - Potion 1": TunicLocationData("Overworld", "Shop", "shop"),
"Shop - Potion 2": TunicLocationData("Overworld", "Shop", "shop"),
"Shop - Coin 1": TunicLocationData("Overworld", "Shop", "shop"),
"Shop - Coin 2": TunicLocationData("Overworld", "Shop", "shop"),
"Shop - Potion 1": TunicLocationData("Overworld", "Shop", location_group="shop"),
"Shop - Potion 2": TunicLocationData("Overworld", "Shop", location_group="shop"),
"Shop - Coin 1": TunicLocationData("Overworld", "Shop", location_group="shop"),
"Shop - Coin 2": TunicLocationData("Overworld", "Shop", location_group="shop"),
"Special Shop - Secret Page Pickup": TunicLocationData("Overworld", "Special Shop"),
"Stick House - Stick Chest": TunicLocationData("Overworld", "Stick House"),
"Sealed Temple - Page Pickup": TunicLocationData("Overworld", "Sealed Temple"),
"Hourglass Cave - Hourglass Chest": TunicLocationData("Overworld", "Hourglass Cave"),
"Far Shore - Secret Chest": TunicLocationData("Overworld", "Far Shore"),
"Far Shore - Page Pickup": TunicLocationData("Overworld", "Far Shore to Spawn"),
"Coins in the Well - 10 Coins": TunicLocationData("Overworld", "Overworld", "well"),
"Coins in the Well - 15 Coins": TunicLocationData("Overworld", "Overworld", "well"),
"Coins in the Well - 3 Coins": TunicLocationData("Overworld", "Overworld", "well"),
"Coins in the Well - 6 Coins": TunicLocationData("Overworld", "Overworld", "well"),
"Secret Gathering Place - 20 Fairy Reward": TunicLocationData("Overworld", "Secret Gathering Place", "fairies"),
"Secret Gathering Place - 10 Fairy Reward": TunicLocationData("Overworld", "Secret Gathering Place", "fairies"),
"Overworld - [West] Moss Wall Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
"Overworld - [Southwest] Flowers Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
"Overworld - [Southwest] Fountain Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
"Overworld - [Northeast] Flowers Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
"Overworld - [East] Weathervane Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
"Overworld - [West] Windmill Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
"Overworld - [Southwest] Haiku Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
"Overworld - [West] Windchimes Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
"Overworld - [South] Starting Platform Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
"Overworld - [Northwest] Golden Obelisk Page": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
"Old House - Holy Cross Door Page": TunicLocationData("Overworld Holy Cross", "Old House Back", "holy cross"),
"Cube Cave - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Cube Cave", "holy cross"),
"Southeast Cross Door - Chest 3": TunicLocationData("Overworld Holy Cross", "Southeast Cross Room", "holy cross"),
"Southeast Cross Door - Chest 2": TunicLocationData("Overworld Holy Cross", "Southeast Cross Room", "holy cross"),
"Southeast Cross Door - Chest 1": TunicLocationData("Overworld Holy Cross", "Southeast Cross Room", "holy cross"),
"Maze Cave - Maze Room Holy Cross": TunicLocationData("Overworld Holy Cross", "Maze Cave", "holy cross"),
"Caustic Light Cave - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Caustic Light Cave", "holy cross"),
"Old House - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Old House Front", "holy cross"),
"Patrol Cave - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Patrol Cave", "holy cross"),
"Ruined Passage - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Ruined Passage", "holy cross"),
"Hourglass Cave - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Hourglass Cave", "holy cross"),
"Sealed Temple - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Sealed Temple", "holy cross"),
"Fountain Cross Door - Page Pickup": TunicLocationData("Overworld Holy Cross", "Fountain Cross Room", "holy cross"),
"Secret Gathering Place - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Secret Gathering Place", "holy cross"),
"Top of the Mountain - Page At The Peak": TunicLocationData("Overworld Holy Cross", "Top of the Mountain", "holy cross"),
"Far Shore - Page Pickup": TunicLocationData("Overworld", "Far Shore to Spawn Region"),
"Coins in the Well - 10 Coins": TunicLocationData("Overworld", "Overworld", location_group="well"),
"Coins in the Well - 15 Coins": TunicLocationData("Overworld", "Overworld", location_group="well"),
"Coins in the Well - 3 Coins": TunicLocationData("Overworld", "Overworld", location_group="well"),
"Coins in the Well - 6 Coins": TunicLocationData("Overworld", "Overworld", location_group="well"),
"Secret Gathering Place - 20 Fairy Reward": TunicLocationData("Overworld", "Secret Gathering Place", location_group="fairies"),
"Secret Gathering Place - 10 Fairy Reward": TunicLocationData("Overworld", "Secret Gathering Place", location_group="fairies"),
"Overworld - [West] Moss Wall Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", location_group="holy cross"),
"Overworld - [Southwest] Flowers Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Beach", location_group="holy cross"),
"Overworld - [Southwest] Fountain Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", location_group="holy cross"),
"Overworld - [Northeast] Flowers Holy Cross": TunicLocationData("Overworld Holy Cross", "East Overworld", location_group="holy cross"),
"Overworld - [East] Weathervane Holy Cross": TunicLocationData("Overworld Holy Cross", "East Overworld", location_group="holy cross"),
"Overworld - [West] Windmill Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", location_group="holy cross"),
"Overworld - [Southwest] Haiku Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Beach", location_group="holy cross"),
"Overworld - [West] Windchimes Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", location_group="holy cross"),
"Overworld - [South] Starting Platform Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", location_group="holy cross"),
"Overworld - [Northwest] Golden Obelisk Page": TunicLocationData("Overworld Holy Cross", "Upper Overworld", location_group="holy cross"),
"Old House - Holy Cross Door Page": TunicLocationData("Overworld Holy Cross", "Old House Back", location_group="holy cross"),
"Cube Cave - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Cube Cave", location_group="holy cross"),
"Southeast Cross Door - Chest 3": TunicLocationData("Overworld Holy Cross", "Southeast Cross Room", location_group="holy cross"),
"Southeast Cross Door - Chest 2": TunicLocationData("Overworld Holy Cross", "Southeast Cross Room", location_group="holy cross"),
"Southeast Cross Door - Chest 1": TunicLocationData("Overworld Holy Cross", "Southeast Cross Room", location_group="holy cross"),
"Maze Cave - Maze Room Holy Cross": TunicLocationData("Overworld Holy Cross", "Maze Cave", location_group="holy cross"),
"Caustic Light Cave - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Caustic Light Cave", location_group="holy cross"),
"Old House - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Old House Front", location_group="holy cross"),
"Patrol Cave - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Patrol Cave", location_group="holy cross"),
"Ruined Passage - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Ruined Passage", location_group="holy cross"),
"Hourglass Cave - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Hourglass Cave Tower", location_group="holy cross"),
"Sealed Temple - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Sealed Temple", location_group="holy cross"),
"Fountain Cross Door - Page Pickup": TunicLocationData("Overworld Holy Cross", "Fountain Cross Room", location_group="holy cross"),
"Secret Gathering Place - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Secret Gathering Place", location_group="holy cross"),
"Top of the Mountain - Page At The Peak": TunicLocationData("Overworld Holy Cross", "Top of the Mountain", location_group="holy cross"),
"Monastery - Monastery Chest": TunicLocationData("Quarry", "Monastery Back"),
"Quarry - [Back Entrance] Bushes Holy Cross": TunicLocationData("Quarry Back", "Quarry Back", "holy cross"),
"Quarry - [Back Entrance] Bushes Holy Cross": TunicLocationData("Quarry Back", "Quarry Back", location_group="holy cross"),
"Quarry - [Back Entrance] Chest": TunicLocationData("Quarry Back", "Quarry Back"),
"Quarry - [Central] Near Shortcut Ladder": TunicLocationData("Quarry", "Quarry"),
"Quarry - [East] Near Telescope": TunicLocationData("Quarry", "Quarry"),
@@ -225,16 +225,16 @@ location_table: Dict[str, TunicLocationData] = {
"Quarry - [Central] Above Ladder Dash Chest": TunicLocationData("Quarry", "Quarry Monastery Entry"),
"Quarry - [West] Upper Area Bombable Wall": TunicLocationData("Quarry Back", "Quarry Back"),
"Quarry - [East] Bombable Wall": TunicLocationData("Quarry", "Quarry"),
"Hero's Grave - Ash Relic": TunicLocationData("Quarry", "Hero Relic - Quarry"),
"Hero's Grave - Ash Relic": TunicLocationData("Quarry", "Hero Relic - Quarry", location_group="hero relics"),
"Quarry - [West] Shooting Range Secret Path": TunicLocationData("Lower Quarry", "Lower Quarry"),
"Quarry - [West] Near Shooting Range": TunicLocationData("Lower Quarry", "Lower Quarry"),
"Quarry - [West] Below Shooting Range": TunicLocationData("Lower Quarry", "Lower Quarry"),
"Quarry - [Lowlands] Below Broken Ladder": TunicLocationData("Lower Quarry", "Lower Quarry"),
"Quarry - [Lowlands] Below Broken Ladder": TunicLocationData("Lower Quarry", "Even Lower Quarry"),
"Quarry - [West] Upper Area Near Waterfall": TunicLocationData("Lower Quarry", "Lower Quarry"),
"Quarry - [Lowlands] Upper Walkway": TunicLocationData("Lower Quarry", "Lower Quarry"),
"Quarry - [Lowlands] Upper Walkway": TunicLocationData("Lower Quarry", "Even Lower Quarry"),
"Quarry - [West] Lower Area Below Bridge": TunicLocationData("Lower Quarry", "Lower Quarry"),
"Quarry - [West] Lower Area Isolated Chest": TunicLocationData("Lower Quarry", "Lower Quarry"),
"Quarry - [Lowlands] Near Elevator": TunicLocationData("Lower Quarry", "Lower Quarry"),
"Quarry - [Lowlands] Near Elevator": TunicLocationData("Lower Quarry", "Even Lower Quarry"),
"Quarry - [West] Lower Area After Bridge": TunicLocationData("Lower Quarry", "Lower Quarry"),
"Rooted Ziggurat Upper - Near Bridge Switch": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Upper Front"),
"Rooted Ziggurat Upper - Beneath Bridge To Administrator": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Upper Back"),
@@ -246,15 +246,15 @@ location_table: Dict[str, TunicLocationData] = {
"Rooted Ziggurat Lower - Guarded By Double Turrets": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Lower Front"),
"Rooted Ziggurat Lower - After 2nd Double Turret Chest": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Lower Front"),
"Rooted Ziggurat Lower - Guarded By Double Turrets 2": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Lower Front"),
"Rooted Ziggurat Lower - Hexagon Blue": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Lower Back"),
"Rooted Ziggurat Lower - Hexagon Blue": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Lower Back", location_group="bosses"),
"Ruined Atoll - [West] Near Kevin Block": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
"Ruined Atoll - [South] Upper Floor On Power Line": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
"Ruined Atoll - [South] Upper Floor On Power Line": TunicLocationData("Ruined Atoll", "Ruined Atoll Ladder Tops"),
"Ruined Atoll - [South] Chest Near Big Crabs": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
"Ruined Atoll - [North] Guarded By Bird": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
"Ruined Atoll - [Northeast] Chest Beneath Brick Walkway": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
"Ruined Atoll - [Northwest] Bombable Wall": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
"Ruined Atoll - [North] Obscured Beneath Bridge": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
"Ruined Atoll - [South] Upper Floor On Bricks": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
"Ruined Atoll - [South] Upper Floor On Bricks": TunicLocationData("Ruined Atoll", "Ruined Atoll Ladder Tops"),
"Ruined Atoll - [South] Near Birds": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
"Ruined Atoll - [Northwest] Behind Envoy": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
"Ruined Atoll - [Southwest] Obscured Behind Fuse": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
@@ -262,40 +262,40 @@ location_table: Dict[str, TunicLocationData] = {
"Ruined Atoll - [North] From Lower Overworld Entrance": TunicLocationData("Ruined Atoll", "Ruined Atoll Lower Entry Area"),
"Ruined Atoll - [East] Locked Room Lower Chest": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
"Ruined Atoll - [Northeast] Chest On Brick Walkway": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
"Ruined Atoll - [Southeast] Chest Near Fuse": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
"Ruined Atoll - [Southeast] Chest Near Fuse": TunicLocationData("Ruined Atoll", "Ruined Atoll Ladder Tops"),
"Ruined Atoll - [Northeast] Key Pickup": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
"Cathedral Gauntlet - Gauntlet Reward": TunicLocationData("Swamp", "Cathedral Gauntlet"),
"Cathedral - Secret Legend Trophy Chest": TunicLocationData("Swamp", "Cathedral Secret Legend Room"),
"Swamp - [Upper Graveyard] Obscured Behind Hill": TunicLocationData("Swamp", "Swamp"),
"Swamp - [South Graveyard] 4 Orange Skulls": TunicLocationData("Swamp", "Swamp"),
"Swamp - [Central] Near Ramps Up": TunicLocationData("Swamp", "Swamp"),
"Swamp - [Upper Graveyard] Near Shield Fleemers": TunicLocationData("Swamp", "Swamp"),
"Swamp - [South Graveyard] Obscured Behind Ridge": TunicLocationData("Swamp", "Swamp"),
"Swamp - [South Graveyard] Obscured Beneath Telescope": TunicLocationData("Swamp", "Swamp"),
"Swamp - [Upper Graveyard] Obscured Behind Hill": TunicLocationData("Swamp", "Swamp Mid"),
"Swamp - [South Graveyard] 4 Orange Skulls": TunicLocationData("Swamp", "Swamp Front"),
"Swamp - [Central] Near Ramps Up": TunicLocationData("Swamp", "Swamp Mid"),
"Swamp - [Upper Graveyard] Near Shield Fleemers": TunicLocationData("Swamp", "Swamp Mid"),
"Swamp - [South Graveyard] Obscured Behind Ridge": TunicLocationData("Swamp", "Swamp Mid"),
"Swamp - [South Graveyard] Obscured Beneath Telescope": TunicLocationData("Swamp", "Swamp Front"),
"Swamp - [Entrance] Above Entryway": TunicLocationData("Swamp", "Back of Swamp Laurels Area"),
"Swamp - [Central] South Secret Passage": TunicLocationData("Swamp", "Swamp"),
"Swamp - [South Graveyard] Upper Walkway On Pedestal": TunicLocationData("Swamp", "Swamp"),
"Swamp - [South Graveyard] Guarded By Tentacles": TunicLocationData("Swamp", "Swamp"),
"Swamp - [Upper Graveyard] Near Telescope": TunicLocationData("Swamp", "Swamp"),
"Swamp - [Outside Cathedral] Near Moonlight Bridge Door": TunicLocationData("Swamp", "Swamp"),
"Swamp - [Entrance] Obscured Inside Watchtower": TunicLocationData("Swamp", "Swamp"),
"Swamp - [Entrance] South Near Fence": TunicLocationData("Swamp", "Swamp"),
"Swamp - [South Graveyard] Guarded By Big Skeleton": TunicLocationData("Swamp", "Swamp"),
"Swamp - [South Graveyard] Chest Near Graves": TunicLocationData("Swamp", "Swamp"),
"Swamp - [Entrance] North Small Island": TunicLocationData("Swamp", "Swamp"),
"Swamp - [Central] South Secret Passage": TunicLocationData("Swamp", "Swamp Mid"),
"Swamp - [South Graveyard] Upper Walkway On Pedestal": TunicLocationData("Swamp", "Swamp Front"),
"Swamp - [South Graveyard] Guarded By Tentacles": TunicLocationData("Swamp", "Swamp Front"),
"Swamp - [Upper Graveyard] Near Telescope": TunicLocationData("Swamp", "Swamp Mid"),
"Swamp - [Outside Cathedral] Near Moonlight Bridge Door": TunicLocationData("Swamp", "Swamp Ledge under Cathedral Door"),
"Swamp - [Entrance] Obscured Inside Watchtower": TunicLocationData("Swamp", "Swamp Front"),
"Swamp - [Entrance] South Near Fence": TunicLocationData("Swamp", "Swamp Front"),
"Swamp - [South Graveyard] Guarded By Big Skeleton": TunicLocationData("Swamp", "Swamp Front"),
"Swamp - [South Graveyard] Chest Near Graves": TunicLocationData("Swamp", "Swamp Front"),
"Swamp - [Entrance] North Small Island": TunicLocationData("Swamp", "Swamp Front"),
"Swamp - [Outside Cathedral] Obscured Behind Memorial": TunicLocationData("Swamp", "Back of Swamp"),
"Swamp - [Central] Obscured Behind Northern Mountain": TunicLocationData("Swamp", "Swamp"),
"Swamp - [South Graveyard] Upper Walkway Dash Chest": TunicLocationData("Swamp", "Swamp"),
"Swamp - [South Graveyard] Above Big Skeleton": TunicLocationData("Swamp", "Swamp"),
"Swamp - [Central] Beneath Memorial": TunicLocationData("Swamp", "Swamp"),
"Hero's Grave - Feathers Relic": TunicLocationData("Swamp", "Hero Relic - Swamp"),
"Swamp - [Central] Obscured Behind Northern Mountain": TunicLocationData("Swamp", "Swamp Mid"),
"Swamp - [South Graveyard] Upper Walkway Dash Chest": TunicLocationData("Swamp", "Swamp Mid"),
"Swamp - [South Graveyard] Above Big Skeleton": TunicLocationData("Swamp", "Swamp Front"),
"Swamp - [Central] Beneath Memorial": TunicLocationData("Swamp", "Swamp Mid"),
"Hero's Grave - Feathers Relic": TunicLocationData("Swamp", "Hero Relic - Swamp", location_group="hero relic"),
"West Furnace - Chest": TunicLocationData("West Garden", "Furnace Walking Path"),
"Overworld - [West] Near West Garden Entrance": TunicLocationData("West Garden", "Overworld to West Garden from Furnace"),
"West Garden - [Central Highlands] Holy Cross (Blue Lines)": TunicLocationData("West Garden", "West Garden", "holy cross"),
"West Garden - [West Lowlands] Tree Holy Cross Chest": TunicLocationData("West Garden", "West Garden", "holy cross"),
"West Garden - [Central Highlands] Holy Cross (Blue Lines)": TunicLocationData("West Garden", "West Garden", location_group="holy cross"),
"West Garden - [West Lowlands] Tree Holy Cross Chest": TunicLocationData("West Garden", "West Garden", location_group="holy cross"),
"West Garden - [Southeast Lowlands] Outside Cave": TunicLocationData("West Garden", "West Garden"),
"West Garden - [Central Lowlands] Chest Beneath Faeries": TunicLocationData("West Garden", "West Garden"),
"West Garden - [North] Behind Holy Cross Door": TunicLocationData("West Garden", "West Garden", "holy cross"),
"West Garden - [North] Behind Holy Cross Door": TunicLocationData("West Garden", "West Garden", location_group="holy cross"),
"West Garden - [Central Highlands] Top of Ladder Before Boss": TunicLocationData("West Garden", "West Garden"),
"West Garden - [Central Lowlands] Passage Beneath Bridge": TunicLocationData("West Garden", "West Garden"),
"West Garden - [North] Across From Page Pickup": TunicLocationData("West Garden", "West Garden"),
@@ -307,12 +307,12 @@ location_table: Dict[str, TunicLocationData] = {
"West Garden - [West Highlands] Upper Left Walkway": TunicLocationData("West Garden", "West Garden"),
"West Garden - [Central Lowlands] Chest Beneath Save Point": TunicLocationData("West Garden", "West Garden"),
"West Garden - [Central Highlands] Behind Guard Captain": TunicLocationData("West Garden", "West Garden"),
"West Garden - [Central Highlands] After Garden Knight": TunicLocationData("West Garden", "West Garden after Boss"),
"West Garden - [Central Highlands] After Garden Knight": TunicLocationData("Overworld", "West Garden after Boss", location_group="bosses"),
"West Garden - [South Highlands] Secret Chest Beneath Fuse": TunicLocationData("West Garden", "West Garden"),
"West Garden - [East Lowlands] Page Behind Ice Dagger House": TunicLocationData("West Garden", "West Garden Portal Item"),
"West Garden - [North] Page Pickup": TunicLocationData("West Garden", "West Garden"),
"West Garden House - [Southeast Lowlands] Ice Dagger Pickup": TunicLocationData("West Garden", "Magic Dagger House"),
"Hero's Grave - Effigy Relic": TunicLocationData("West Garden", "Hero Relic - West Garden"),
"Hero's Grave - Effigy Relic": TunicLocationData("West Garden", "Hero Relic - West Garden", location_group="hero relic"),
}
hexagon_locations: Dict[str, str] = {
@@ -323,15 +323,9 @@ hexagon_locations: Dict[str, str] = {
location_name_to_id: Dict[str, int] = {name: location_base_id + index for index, name in enumerate(location_table)}
def get_loc_group(location_name: str) -> str:
loc_group = location_table[location_name].location_group
if loc_group == "region":
# set loc_group as the region name. Typically, location groups are lowercase
loc_group = location_table[location_name].region.lower()
return loc_group
location_name_groups: Dict[str, Set[str]] = {
group: set(item_names) for group, item_names in groupby(sorted(location_table, key=get_loc_group), get_loc_group)
}
location_name_groups: Dict[str, Set[str]] = {}
for loc_name, loc_data in location_table.items():
if loc_data.location_group:
if loc_data.location_group not in location_name_groups.keys():
location_name_groups[loc_data.location_group] = set()
location_name_groups[loc_data.location_group].add(loc_name)

View File

@@ -4,8 +4,7 @@ from Options import DefaultOnToggle, Toggle, StartInventoryPool, Choice, Range,
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"
@@ -24,25 +23,24 @@ class KeysBehindBosses(Toggle):
class AbilityShuffling(Toggle):
"""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.
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.
"""
internal_name = "ability_shuffling"
display_name = "Shuffle Abilities"
class LogicRules(Choice):
"""Set which logic rules to use for your world.
"""
Set which logic rules to use for your world.
Restricted: Standard logic, no glitches.
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.
*Special Shop is not in logic without the Hero's Laurels due to soft lock potential.
*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."""
*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"
option_restricted = 0
@@ -68,8 +66,7 @@ class Maskless(Toggle):
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
@@ -80,8 +77,7 @@ 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"
@@ -105,9 +101,11 @@ class ExtraHexagonPercentage(Range):
class EntranceRando(TextChoice):
"""Randomize the connections between scenes.
You can choose a custom seed by editing this option.
A small, very lost fox on a big adventure."""
"""
Randomize the connections between scenes.
If you set this to a value besides true or false, that value will be used as a custom seed.
A small, very lost fox on a big adventure.
"""
internal_name = "entrance_rando"
display_name = "Entrance Rando"
alias_false = 0
@@ -137,15 +135,24 @@ class LaurelsLocation(Choice):
default = 0
class ShuffleLadders(Toggle):
"""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"""
internal_name = "shuffle_ladders"
display_name = "Shuffle Ladders"
@dataclass
class TunicOptions(PerGameCommonOptions):
sword_progression: SwordProgression
start_with_sword: StartWithSword
keys_behind_bosses: KeysBehindBosses
ability_shuffling: AbilityShuffling
logic_rules: LogicRules
shuffle_ladders: ShuffleLadders
entrance_rando: EntranceRando
fixed_shop: FixedShop
logic_rules: LogicRules
fool_traps: FoolTraps
hexagon_quest: HexagonQuest
hexagon_goal: HexagonGoal

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@@ -6,10 +6,10 @@ tunic_regions: Dict[str, Set[str]] = {
"Ruined Atoll", "Eastern Vault Fortress", "Beneath the Vault", "Quarry Back", "Quarry", "Swamp",
"Spirit Arena"},
"Overworld Holy Cross": set(),
"East Forest": {"Eastern Vault Fortress"},
"East Forest": set(),
"Dark Tomb": {"West Garden"},
"Beneath the Well": {"Dark Tomb"},
"West Garden": {"Overworld", "Dark Tomb"},
"Beneath the Well": set(),
"West Garden": set(),
"Ruined Atoll": {"Frog's Domain", "Library"},
"Frog's Domain": set(),
"Library": set(),

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@@ -103,18 +103,10 @@ def set_region_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) -> No
multiworld.get_entrance("Overworld -> West Garden", player).access_rule = \
lambda state: state.has(laurels, player) \
or can_ladder_storage(state, player, options)
multiworld.get_entrance("Beneath the Well -> Dark Tomb", player).access_rule = \
lambda state: has_lantern(state, player, options)
multiworld.get_entrance("West Garden -> Dark Tomb", player).access_rule = \
lambda state: has_lantern(state, player, options)
multiworld.get_entrance("Overworld -> Eastern Vault Fortress", player).access_rule = \
lambda state: state.has(laurels, player) \
or has_ice_grapple_logic(True, state, player, options, ability_unlocks) \
or can_ladder_storage(state, player, options)
multiworld.get_entrance("East Forest -> Eastern Vault Fortress", player).access_rule = \
lambda state: state.has(laurels, player) \
or has_ice_grapple_logic(True, state, player, options, ability_unlocks) \
or can_ladder_storage(state, player, options)
# using laurels or ls to get in is covered by the -> Eastern Vault Fortress rules
multiworld.get_entrance("Overworld -> Beneath the Vault", player).access_rule = \
lambda state: has_lantern(state, player, options) and \
@@ -211,7 +203,8 @@ def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) ->
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Overworld - [West] Chest After Bell", player),
lambda state: state.has(laurels, player)
or (has_lantern(state, player, options) and has_sword(state, player)))
or (has_lantern(state, player, options) and has_sword(state, player))
or can_ladder_storage(state, player, options))
set_rule(multiworld.get_location("Overworld - [Northwest] Chest Beneath Quarry Gate", player),
lambda state: state.has_any({grapple, laurels}, player) or options.logic_rules)
set_rule(multiworld.get_location("Overworld - [East] Grapple Chest", player),
@@ -228,6 +221,8 @@ def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) ->
lambda state: state.has(laurels, player)
or (has_lantern(state, player, options) and (has_sword(state, player) or state.has(fire_wand, player)))
or has_ice_grapple_logic(False, state, player, options, ability_unlocks))
set_rule(multiworld.get_location("West Furnace - Lantern Pickup", player),
lambda state: has_stick(state, player) or state.has_any({fire_wand, laurels}, player))
set_rule(multiworld.get_location("Secret Gathering Place - 10 Fairy Reward", player),
lambda state: state.has(fairies, player, 10))
@@ -265,8 +260,8 @@ def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) ->
set_rule(multiworld.get_location("West Garden - [Central Lowlands] Below Left Walkway", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("West Garden - [Central Highlands] After Garden Knight", player),
lambda state: has_sword(state, player) or state.has(laurels, player)
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)
lambda state: state.has(laurels, player)
or (has_lantern(state, player, options) and has_sword(state, player))
or can_ladder_storage(state, player, options))
# Ruined Atoll
@@ -325,8 +320,6 @@ def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) ->
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Swamp - [South Graveyard] 4 Orange Skulls", player),
lambda state: has_sword(state, player))
set_rule(multiworld.get_location("Swamp - [South Graveyard] Guarded By Tentacles", player),
lambda state: has_sword(state, player))
# Hero's Grave
set_rule(multiworld.get_location("Hero's Grave - Tooth Relic", player),

View File

@@ -8,19 +8,23 @@ from .static_logic import WeightedItemDefinition, ItemCategory, StaticWitnessLog
class DisableNonRandomizedPuzzles(Toggle):
"""Disables puzzles that cannot be randomized.
"""
Disables puzzles that cannot be randomized.
This includes many puzzles that heavily involve the environment, such as Shadows, Monastery or Orchard.
The lasers for those areas will activate as you solve optional puzzles, such as Discarded Panels.
Additionally, the panels activating Monastery Laser and Jungle Popup Wall will be on from the start."""
Additionally, the panel activating the Jungle Popup Wall will be on from the start.
"""
display_name = "Disable non randomized puzzles"
class EarlyCaves(Choice):
"""Adds an item that opens the Caves Shortcuts to Swamp and Mountain,
allowing early access to the Caves even if you are not playing a remote Door Shuffle mode.
You can either add this item to the pool to be found on one of your randomized checks,
or you can outright start with it and have immediate access to the Caves.
If you choose "add_to_pool" and you are already playing a remote Door Shuffle mode, this setting will do nothing."""
"""
Adds an item that opens the Caves Shortcuts to Swamp and Mountain, allowing early access to the Caves even if you are not playing a remote Door Shuffle mode.
You can either add this item to the pool to be found in the multiworld, or you can outright start with it and have immediate access to the Caves.
If you choose "Add To Pool" and you are already playing a remote Door Shuffle mode, this option will do nothing.
"""
display_name = "Early Caves"
option_off = 0
alias_false = 0
@@ -31,15 +35,19 @@ class EarlyCaves(Choice):
class ShuffleSymbols(DefaultOnToggle):
"""You will need to unlock puzzle symbols as items to be able to solve the panels that contain those symbols.
If you turn this off, there will be no progression items in the game unless you turn on door shuffle."""
"""
If on, you will need to unlock puzzle symbols as items to be able to solve the panels that contain those symbols.
Please note that there is no minimum set of progression items in this randomizer.
If you turn this option off and don't turn on door shuffle or obelisk keys, there will be no progression items, which will disallow you from adding your yaml to a multiworld generation.
"""
display_name = "Shuffle Symbols"
class ShuffleLasers(Choice):
"""If on, the 11 lasers are turned into items and will activate on their own upon receiving them.
Note: There is a visual bug that can occur with the Desert Laser. It does not affect gameplay - The Laser can still
be redirected as normal, for both applications of redirection."""
"""
If on, the 11 lasers are turned into items and will activate on their own upon receiving them.
"""
display_name = "Shuffle Lasers"
option_off = 0
alias_false = 0
@@ -50,10 +58,12 @@ class ShuffleLasers(Choice):
class ShuffleDoors(Choice):
"""If on, opening doors, moving bridges etc. will require a "key".
"""
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"."""
"Mixed" includes all doors from "doors", and all control panels (bridges, elevators etc.) from "panels".
"""
display_name = "Shuffle Doors"
option_off = 0
option_panels = 1
@@ -62,38 +72,45 @@ class ShuffleDoors(Choice):
class DoorGroupings(Choice):
"""If set to "none", there will be one key for every door, resulting in up to 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."""
"""
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.
"""
display_name = "Door Groupings"
option_off = 0
option_regional = 1
class ShuffleBoat(DefaultOnToggle):
"""If set, adds a "Boat" item to the item pool. Before receiving this item, you will not be able to use the boat."""
"""
If on, adds a "Boat" item to the item pool. Before receiving this item, you will not be able to use the boat.
"""
display_name = "Shuffle Boat"
class ShuffleDiscardedPanels(Toggle):
"""Add Discarded Panels into the location pool.
Solving certain Discarded Panels may still be necessary to beat the game, even if this is off - The main example
of this being the alternate activation triggers in disable_non_randomized."""
"""
Adds Discarded Panels into the location pool.
Even if this is off, solving certain Discarded Panels may still be necessary to beat the game - The main example of this being the alternate activation triggers in "Disable non randomized puzzles".
"""
display_name = "Shuffle Discarded Panels"
class ShuffleVaultBoxes(Toggle):
"""Add Vault Boxes to the location pool."""
"""
Adds Vault Boxes to the location pool.
"""
display_name = "Shuffle Vault Boxes"
class ShuffleEnvironmentalPuzzles(Choice):
"""
Add Environmental/Obelisk Puzzles into the location pool.
In "individual", every Environmental Puzzle sends an item.
In "obelisk_sides", completing every puzzle on one side of an Obelisk sends an item.
Note: In Obelisk Sides, any EPs excluded through another setting will be counted as pre-completed on their Obelisk.
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.
Note: In Obelisk Sides, any EPs excluded through another option will be pre-completed on their Obelisk.
"""
display_name = "Shuffle Environmental Puzzles"
option_off = 0
@@ -102,17 +119,18 @@ class ShuffleEnvironmentalPuzzles(Choice):
class ShuffleDog(Toggle):
"""Add petting the Town dog into the location pool."""
"""
Adds petting the Town dog into the location pool.
"""
display_name = "Pet the Dog"
class EnvironmentalPuzzlesDifficulty(Choice):
"""
When "Shuffle Environmental Puzzles" is on, this setting governs which EPs are eligible for the location pool.
On "eclipse", every EP in the game is eligible, including the 1-hour-long "Theater Eclipse EP".
On "tedious", Theater Eclipse EP is excluded from the location pool.
On "normal", several other difficult or long EPs are excluded as well.
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.
"""
display_name = "Environmental Puzzles Difficulty"
option_normal = 0
@@ -123,26 +141,31 @@ class EnvironmentalPuzzlesDifficulty(Choice):
class ObeliskKeys(DefaultOnToggle):
"""
Add one Obelisk Key item per Obelisk, locking you out of solving any of the associated Environmental Puzzles.
Does nothing if "Shuffle Environmental Puzzles" is set to "off".
"""
display_name = "Obelisk Keys"
class ShufflePostgame(Toggle):
"""Adds locations into the pool that are guaranteed to become accessible after or at the same time as your goal.
Use this if you don't play with release on victory. IMPORTANT NOTE: The possibility of your second
"Progressive Dots" showing up in the Caves is ignored, they will still be considered "postgame" in base settings."""
"""
Adds locations into the pool that are guaranteed to become accessible after or at the same time as your goal.
Use this if you don't play with release on victory.
"""
display_name = "Shuffle Postgame"
class VictoryCondition(Choice):
"""Set the victory condition for this world.
"""
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).
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."""
to count, the laser locks on the Elevator and Challenge Timer panels do not.
"""
display_name = "Victory Condition"
option_elevator = 0
option_challenge = 1
@@ -151,7 +174,9 @@ class VictoryCondition(Choice):
class PuzzleRandomization(Choice):
"""Puzzles in this randomizer are randomly generated. This setting changes the difficulty/types of puzzles."""
"""
Puzzles in this randomizer are randomly generated. This option changes the difficulty/types of puzzles.
"""
display_name = "Puzzle Randomization"
option_sigma_normal = 0
option_sigma_expert = 1
@@ -159,10 +184,11 @@ class PuzzleRandomization(Choice):
class MountainLasers(Range):
"""Sets the amount of lasers required to enter the Mountain.
If set to a higher amount than 7, the mountaintop box will be slightly rotated to make it possible to solve without
the hatch being opened.
This change will also be applied logically to the long solution ("Challenge Lasers" setting)."""
"""
Sets the number of lasers required to enter the Mountain.
If set to a higher number than 7, the mountaintop box will be slightly rotated to make it possible to solve without the hatch being opened.
This change will also be applied logically to the long solution ("Challenge Lasers" option).
"""
display_name = "Required Lasers for Mountain Entry"
range_start = 1
range_end = 11
@@ -170,7 +196,9 @@ class MountainLasers(Range):
class ChallengeLasers(Range):
"""Sets the amount of beams required to enter the Caves through the Mountain Bottom Floor Discard."""
"""
Sets the number of lasers required to enter the Caves through the Mountain Bottom Floor Discard and to unlock the Challenge Timer Panel.
"""
display_name = "Required Lasers for Challenge"
range_start = 1
range_end = 11
@@ -178,13 +206,17 @@ class ChallengeLasers(Range):
class ElevatorsComeToYou(Toggle):
"""If true, the Quarry Elevator, Bunker Elevator and Swamp Long Bridge will "come to you" if you approach them.
This does actually affect logic as it allows unintended backwards / early access into these areas."""
"""
If on, the Quarry Elevator, Bunker Elevator and Swamp Long Bridge will "come to you" if you approach them.
This does actually affect logic as it allows unintended backwards / early access into these areas.
"""
display_name = "All Bridges & Elevators come to you"
class TrapPercentage(Range):
"""Replaces junk items with traps, at the specified rate."""
"""
Replaces junk items with traps, at the specified rate.
"""
display_name = "Trap Percentage"
range_start = 0
range_end = 100
@@ -192,10 +224,11 @@ class TrapPercentage(Range):
class TrapWeights(OptionDict):
"""Specify the weights determining how many copies of each trap item will be in your itempool.
"""
Specify the weights determining how many copies of each trap item will be in your itempool.
If you don't want a specific type of trap, you can set the weight for it to 0 (Do not delete the entry outright!).
If you set all trap weights to 0, you will get no traps, bypassing the "Trap Percentage" option."""
If you set all trap weights to 0, you will get no traps, bypassing the "Trap Percentage" option.
"""
display_name = "Trap Weights"
schema = Schema({
trap_name: And(int, lambda n: n >= 0)
@@ -210,8 +243,9 @@ class TrapWeights(OptionDict):
class PuzzleSkipAmount(Range):
"""Adds this number of Puzzle Skips into the pool, if there is room. Puzzle Skips let you skip one panel.
Works on most panels in the game - The only big exception is The Challenge."""
"""
Adds this many Puzzle Skips into the pool, if there is room. Puzzle Skips let you skip one panel.
"""
display_name = "Puzzle Skips"
range_start = 0
range_end = 30
@@ -219,8 +253,10 @@ class PuzzleSkipAmount(Range):
class HintAmount(Range):
"""Adds hints to Audio Logs. If set to a low amount, up to 2 additional duplicates of each hint will be added.
Remaining Audio Logs will have junk hints."""
"""
Adds hints to Audio Logs. If set to a low amount, up to 2 additional duplicates of each hint will be added.
Remaining Audio Logs will have junk hints.
"""
display_name = "Hints on Audio Logs"
range_start = 0
range_end = 49
@@ -228,11 +264,12 @@ class HintAmount(Range):
class AreaHintPercentage(Range):
"""There are two types of hints for The Witness.
"Location hints" hint one location in your world / containing an item for your world.
"Area hints" will tell you some general info about the items you can find in one of the
main geographic areas on the island.
Use this option to specify how many of your hints you want to be area hints. The rest will be location hints."""
"""
There are two types of hints for The Witness.
"Location hints" hint one location in your world or one location containing an item for your world.
"Area hints" tell you some general info about the items you can find in one of the main geographic areas on the island.
Use this option to specify how many of your hints you want to be area hints. The rest will be location hints.
"""
display_name = "Area Hint Percentage"
range_start = 0
range_end = 100
@@ -240,20 +277,26 @@ class AreaHintPercentage(Range):
class LaserHints(Toggle):
"""If on, lasers will tell you where their items are if you walk close to them in-game.
Only applies if laser shuffle is enabled."""
"""
If on, lasers will tell you where their items are if you walk close to them in-game.
Only applies if Laser Shuffle is enabled.
"""
display_name = "Laser Hints"
class DeathLink(Toggle):
"""If on: Whenever you fail a puzzle (with some exceptions), everyone who is also on Death Link dies.
The effect of a "death" in The Witness is a Bonk Trap."""
"""
If on, whenever you fail a puzzle (with some exceptions), you and everyone who is also on Death Link dies.
The effect of a "death" in The Witness is a Bonk Trap.
"""
display_name = "Death Link"
class DeathLinkAmnesty(Range):
"""Number of panel fails to allow before sending a death through Death Link.
0 means every panel fail will send a death, 1 means every other panel fail will send a death, etc."""
"""
The number of panel fails to allow before sending a death through Death Link.
0 means every panel fail will send a death, 1 means every other panel fail will send a death, etc.
"""
display_name = "Death Link Amnesty"
range_start = 0
range_end = 5