Files
Archipelago/worlds/gl/Options.py
T
jamesbrq f110a7efbc Gauntlet Legends: Implement New Game (#3499)
* Update GauntletLegendsClient.py

* Continuation of obelisk update

* APPP Implementation Groundwork.

* Continuation of APPP Implementation

* Create Pain.asm

* ROM verification modified since crc32 hash can no longer be calculated.

* Initial upload of barrel/chest locations.

* Finished adding and naming all chests/barrels.

* Continued locations.

* Added new yaml options

* Work on mirror shards

* Python 3.8 compatibility

* Finalized location names. Fixed lambda bug.

* v1.0

* Removed excess Docs and Changed item counts.

* Update Archipelago Unittests.run.xml

* Started working on Docs.

* Updated item arrays for client

* Fix client bugs

* Flake8 fixes + Yaml fix

* Update speed boots

* v1.1

* Update GauntletLegendsClient.py

* Update GauntletLegendsClient.py

* Update GauntletLegendsClient.py

* Update GauntletLegendsClient.py

* v1.0.4

* Initial Ruff format

* Formatting part-2

* More formatting + Doc changes

* Updated Docs

* Move client to root

* Update Client Name

* Make Imports Relative

* Add new yaml options + rename obelisks

* v1.1 Initial Upload

* v1.1.0 + some additions

* Client Update

* Client Updates

* pre-v1.1.1

* Update GauntletLegendsClient.py

* pre-1.2

* 1.2.0

* v1.2.1

* Client fixes

* v1.3.0

* v1.4.0

* v1.4.1

* Merged Changes

* Experimental

* pre-v1.5.0

* Changes

* v1.5.0

* Update GauntletLegendsClient.py

* Death Update

* pre v1.5.1

* Obelisk rule changes

* pre-v1.5.1

* Update GauntletLegendsClient.py

* v1.5.1

* v1.5.1

* Update GauntletLegendsClient.py

* Small fix

* Update GauntletLegendsClient.py

* v1.5.2

* pre-v1.6.0

* pre-v1.6.0

* v1.6.0

* Update

* Update GauntletLegendsClient.py

* Test

* pre-v1.6.0

* Client Updtaes

* Update GauntletLegendsClient.py

* Update GauntletLegendsClient.py

* Update GauntletLegendsClient.py

* Update Rom.py

* Update GauntletLegendsClient.py

* Update Rom.py

* Added Logging on stage enter

* v1.6.2

* v1.6.2

* Update Rom.py

* Update GauntletLegendsClient.py

* v1.6.3

* Small Update

* Update GauntletLegendsClient.py

* Update GauntletLegendsClient.py

* Update GauntletLegendsClient.py

* Changes ready for review

* Update Rom.py

* Remove root client

* Update inno_setup.iss

* Update client

* Initial Review Refactor

* Update Arrays.py

* Review refactor

* Update __init__.py

* Small tweaks after test generations

* Update GauntletLegendsClient.py

* Implement new check_locations() function

* Add name for Skorn to level_names Dict

* Fix for #4671

* Update __init__.py

* Adjust item frequency + Place 50% of filler as local

* Oops I modified the itempool after create_items teehee

* Update __init__.py

* Check MD5 hash before patching ROM

* Update __init__.py

* Fix get_filler_item_name()

* Update MD5 check to built in method in FilePath

* Update Rom.py

* Update worlds/gl/Rom.py

Co-authored-by: qwint <qwint.42@gmail.com>

* WIP Generation fixes

* v1.7.1

* Update Archipelago Unittests.run.xml

* 0.7.2

* Update GauntletLegendsClient.py

* Review Edits

* Update World description

* Fuzz fixes

* Update GauntletLegendsClient.py

* Make static data immutable

* Update option comparisons since no longer a Choice

* Update worlds/gl/Rom.py

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

* Update __init__.py

* Initial Update commit

* Progress

* Remove un-used import + Add manifest

* Add missing docstring for client command

* Progress

* pre-v2.0.0-BETA

* Updates

* Progress

* Working Generations

* Working IN-Game

* v2.0.0-BETA

* Create archipelago.json

* v2.0.1

* v2.0.1 FINAL

* pre v2.0.2

* Delete report.json

* Cleanup

* pre v2.0.2

* v2.0.2

* PR Ready

* Update Items.py

* Delete fuzz.py

* Update Items.py

* Update GauntletLegendsClient.py

* Fix scouting disabled locations

* Client Updates

* v2.0.3

* Increment World Version

* Docstring + slot_data updates

* Option name update + Remove redundant option

* Code Cleanup

* Trenches is level 24

* Frequencies

* More cleanup and removal of stale code. MISSING BASEPATCH

* v2.1.0

* Minor enemy changes

* Small fix

* Update Rom.py

* v2.1.1

* Small fixes

* Update basepatch.bsdiff4

* Update GauntletLegendsClient.py

* Socket error clarity

* Delete settings.local.json

* Update GauntletLegendsClient.py

* v2.1.2 fixes

* Boss portal fix

* Small client fix + Item Frequencies

* Update archipelago.json

* Fix for games playing with max difficulty lower than 4 not sending locations

* Update archipelago.json

* v2.1.5

* Fix for Chimera's lair mirror shard

* Update archipelago.json

* Mod Re-Base + Queue limits + Item Receiving fixes

* Options cleanup and newlines for some files

* Include v2.x features in docs

* Make sure players has at least 1 item

* v2.1.6

* Update archipelago.json

* Review Edits + Client Tweaks

---------

Co-authored-by: qwint <qwint.42@gmail.com>
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2026-07-11 19:26:27 +02:00

248 lines
6.8 KiB
Python

from dataclasses import dataclass
from Options import Choice, PerGameCommonOptions, StartInventoryPool, Toggle, Range, DefaultOnToggle, \
OptionSet, DeathLink
class IncludedAreas(OptionSet):
"""
Select which areas will have their locations included in the randomization pool.
Each selected area's stages and checks will be accessible in your world.
Unselected areas will not be included in the location pool.
Mountain is always available and cannot be excluded.
"""
display_name = "Included Areas"
valid_keys = ["Castle", "Town", "Ice", "Battlefield"]
default = ["Castle", "Town", "Ice", "Battlefield"]
class ChestBarrels(Choice):
"""
Choose how you want Chests and Barrels to be randomized.
None: Neither Chests nor Barrels will be added as locations.
All Chests: Chests will be added as locations, Barrels will not.
All Barrels: Barrels will be added as locations, Chests will not.
All Both: Both Chests and Barrels will be added as locations.
"""
display_name = "Chests and Barrels"
option_none = 0
option_all_chests = 1
option_all_barrels = 2
option_all_both = 3
default = 3
class Obelisks(DefaultOnToggle):
"""
Obelisks will be added to the random pool as items.
Activating all the obelisks in an area will unlock access to the next.
Disabling this will lock obelisks in their original locations.
"""
display_name = "Obelisks"
class MirrorShards(DefaultOnToggle):
"""
Mirror Shards will be added to the random pool as items.
Collecting all four mirror shards will unlock access to the Desecrated Temple.
Disabling this will lock mirror shards in their original locations.
"""
display_name = "Mirror Shards"
class Portals(DefaultOnToggle):
"""
Level portals will be added to the random pool as items.
Getting a portal item will unlock access to that level.
Levels will no longer unlock in succession when clearing the previous level.
"""
display_name = "Portals"
class Goal(Choice):
"""
Choose your objective required to goal.
Defeat Skorne: Collect all 13 stones to unlock and defeat Skorne in the Underworld.
Defeat X Bosses: Defeat X number of bosses to goal.
"""
display_name = "Goal"
option_defeat_skorne = 1
option_defeat_x_bosses = 2
default = 1
class BossGoalCount(Range):
"""
Choose how many bosses you must defeat to goal if 'Defeat X Bosses' is selected as your goal.
This includes both Temple and Underworld Skorne.
"""
display_name = "Boss Goal Count"
range_start = 1
range_end = 6
default = 4
class MaxDifficulty(Range):
"""
Select the difficulty value you want to be the maximum.
This will affect the amount of checks in each level as well as enemy strength and number of spawners.
"""
display_name = "Max Difficulty Value"
range_start = 1
range_end = 4
default = 4
class InstantMaxDifficulty(DefaultOnToggle):
"""
All stages will load with their max difficulty on the first run through.
By default, stages increase in difficulty by 1 at a set interval that changes per zone.
The starting level for each zone increases gradually as you would progress in vanilla.
"""
display_name = "Instant Max Difficulty"
class PermaSpeed(Toggle):
"""
You will be given speed boots with a permanent duration.
"""
display_name = "Permanent Speed Boots"
class InfiniteKeys(Toggle):
"""
You will be given more keys than you could ever use.
"""
display_name = "Infinite Keys"
class IncludedTraps(OptionSet):
"""
Choose what traps will be put in the item pool.
Valid Keys: Death, Poison Fruit, Crossbow Shooter, Bomb Thrower, Bomb Runner, Golem
"""
display_name = "Included Traps"
valid_keys = ["Death", "Poison Fruit", "Crossbow Shooter", "Bomb Thrower", "Bomb Runner", "Golem"]
default = ["Death", "Poison Fruit", "Crossbow Shooter", "Bomb Thrower", "Bomb Runner", "Golem"]
class TrapsFrequency(Range):
"""
Choose the frequency of traps added into the item pool
This range is a percentage of all items in the pool that will be traps.
"""
display_name = "Trap Frequency"
range_start = 0
range_end = 90
default = 10
class LocalFillerFrequency(Range):
"""
Choose the frequency of filler items that will be placed locally in your world.
This range is a percentage of how many filler items will be locally placed before generation occurs.
"""
display_name = "Local Filler Frequency"
range_start = 0
range_end = 90
default = 50
class UnlockCharacterOne(Choice):
"""
Unlock a secret character for Player 1 from the start.
None: No secret characters will be unlocked.
Chosen Character: The selected character will be available from a new save.
"""
option_none = 0
option_minotaur = 1
option_falconess = 2
option_jackal = 3
option_tigress = 4
option_sumner = 5
default = 0
class UnlockCharacterTwo(Choice):
"""
Unlock a secret character for Player 2 from the start.
None: No secret characters will be unlocked.
Chosen Character: The selected character will be available from a new save.
"""
option_none = 0
option_minotaur = 1
option_falconess = 2
option_jackal = 3
option_tigress = 4
option_sumner = 5
default = 0
class UnlockCharacterThree(Choice):
"""
Unlock a secret character for Player 3 from the start.
None: No secret characters will be unlocked.
Chosen Character: The selected character will be available from a new save.
"""
option_none = 0
option_minotaur = 1
option_falconess = 2
option_jackal = 3
option_tigress = 4
option_sumner = 5
default = 0
class UnlockCharacterFour(Choice):
"""
Unlock a secret character for Player 4 from the start.
None: No secret characters will be unlocked.
Chosen Character: The selected character will be available from a new save.
"""
option_none = 0
option_minotaur = 1
option_falconess = 2
option_jackal = 3
option_tigress = 4
option_sumner = 5
default = 0
@dataclass
class GLOptions(PerGameCommonOptions):
death_link: DeathLink
start_inventory_from_pool: StartInventoryPool
included_areas: IncludedAreas
chests_barrels: ChestBarrels
obelisks: Obelisks
mirror_shards: MirrorShards
portals: Portals
goal: Goal
boss_goal_count: BossGoalCount
max_difficulty: MaxDifficulty
instant_max: InstantMaxDifficulty
infinite_keys: InfiniteKeys
permanent_speed: PermaSpeed
included_traps: IncludedTraps
traps_frequency: TrapsFrequency
local_filler_frequency: LocalFillerFrequency
unlock_character_one: UnlockCharacterOne
unlock_character_two: UnlockCharacterTwo
unlock_character_three: UnlockCharacterThree
unlock_character_four: UnlockCharacterFour