forked from mirror/Archipelago
* Init
* remove submodule
* Init
* Update docs
* Fix tests
* Update to use apcivvi
* Update Readme and codeowners
* Minor changes
* Remove .value from options (except starting hint)
* Minor updates
* remove unnecessary property
* Cleanup Rules and Region
* Fix output file generation
* Implement feedback
* Remove 'AP' tag and fix issue with format strings and using same quotes
* Update worlds/civ_6/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Minor docs changes
* minor updates
* Small rework of create items
* Minor updates
* Remove unused variable
* Move client to Launcher Components with rest of similar clients
* Revert "Move client to Launcher Components with rest of similar clients"
This reverts commit f9fd5df9fd.
* modify component
* Fix generation issues
* Fix tests
* Minor change
* Add improvement and test case
* Minor options changes
* .
* Preliminary Review
* Fix failing test due to slot data serialization
* Format json
* Remove exclude missable boosts
* Update options (update goody hut text, make research multiplier a range)
* Update docs punctuation and slot data init
* Move priority/excluded locations into options
* Implement docs PR feedback
* PR Feedback for options
* PR feedback misc
* Update location classification and fix client type
* Fix typings
* Update research cost multiplier
* Remove unnecessary location priority code
* Remove extrenous use of items()
* WIP PR Feedback
* WIP PR Feedback
* Add victory event
* Add option set for death link effect
* PR improvements
* Update post fill hint to support items with multiple classifications
* remove unnecessary len
* Move location exclusion logic
* Update test to use set instead of accidental dict
* Update docs around progressive eras and boost locations
* Update docs for options to be more readable
* Fix issue with filler items and prehints
* Update filler_data to be static
* Update links in docs
* Minor updates and PR feedback
* Update boosts data
* Update era required items
* Update existing techs
* Update existing techs
* move boost data class
* Update reward data
* Update prereq data
* Update new items and progressive districts
* Remove unused code
* Make filler item name func more efficient
* Update death link text
* Move Civ6 to the end of readme
* Fix bug with hidden locations and location.name
* Partial PR Feedback Implementation
* Format changes
* Minor review feedback
* Modify access rules to use list created in generate_early
* Modify boost rules to precalculate requirements
* Remove option checks from access rules
* Fix issue with pre initialized dicts
* Add inno setup for civ6 client
* Update inno_setup.iss
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
131 lines
4.4 KiB
Python
131 lines
4.4 KiB
Python
from dataclasses import dataclass
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from Options import (
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Choice,
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DefaultOnToggle,
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OptionSet,
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PerGameCommonOptions,
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Range,
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StartInventoryPool,
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Toggle,
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)
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from .Enum import CivVIHintClassification
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class ProgressionStyle(Choice):
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"""
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**Districts Only**: Each tech/civic that would normally unlock a district or building now has a logical progression.
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Example: TECH_BRONZE_WORKING is now PROGRESSIVE_ENCAMPMENT
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**Eras and Districts**: Players will be defeated if they play until the world era advances beyond the currently unlocked maximum era.
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Unlocked eras can be seen in both the tech and civic trees. Includes all progressive districts.
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**None**: No progressive items will be included. This means you can get district upgrades that won't be usable until the relevant district is unlocked.
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"""
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rich_text_doc = True
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display_name = "Progression Style"
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option_districts_only = 0
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option_eras_and_districts = 1
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option_none = 2
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default = option_districts_only
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class ShuffleGoodyHuts(DefaultOnToggle):
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"""Shuffles the goody hut rewards.
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Goody huts will only contain junk items and locations are checked sequentially (First goody hut gives GOODY_HUT_1, second gives GOODY_HUT_2, etc.).
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"""
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display_name = "Shuffle Goody Hut Rewards"
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class BoostSanity(Toggle):
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"""Boosts for Civics/Techs are location checks. Boosts can now be triggered even if the item has already been
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researched.
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**Note**: If a boost is dependent upon a unit that is now obsolete, you can click to toggle on/off the relevant tech in
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the tech tree."""
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rich_text_doc = True
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display_name = "Boostsanity"
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class ResearchCostMultiplier(Range):
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"""Multiplier for research cost of techs and civics, higher values make research more expensive."""
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display_name = "Tech/Civic Cost Multiplier"
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range_start = 50
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range_end = 150
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default = 100
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class PreHintItems(OptionSet):
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"""Controls what items from the tech/civics trees are pre-hinted for the multiworld.
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**Progression**: Include Progression items in hints
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**Useful**: Include Useful items in hints
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**Filler**: Include Filler items in hints
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"""
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display_name = "Tech/Civic Tree pre-hinted Items"
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valid_keys = {classification.value for classification in CivVIHintClassification} # type: ignore
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class HideItemNames(Toggle):
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"""Each Tech and Civic Location will have a title of 'Unrevealed' until its prereqs have been researched. Note that
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hints will still be precollected if that option is enabled."""
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display_name = "Hide Item Names"
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class InGameFlagProgressionItems(DefaultOnToggle):
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"""If enabled, an advisor icon will be added to any location that contains a progression item."""
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display_name = "Advisor Indicates Progression Items"
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class CivDeathLink(Toggle):
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"""If enabled, losing a unit will trigger a death link effect on other players in the multiworld. When a death link is received, the player will receive the effect specified in 'Death Link Effect'."""
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display_name = "Death Link"
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class DeathLinkEffect(OptionSet):
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"""What happens when a unit dies.
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**Unit Killed**: A random unit will be killed when a death link is received.
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**Faith**: Faith will be decreased by the amount specified in 'Death Link Effect Percent'.
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**Gold**: Gold will be decreased by the amount specified in 'Death Link Effect Percent'.
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**Era Score**: Era score is decreased by 1.
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"""
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rich_text_doc = True
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display_name = "Death Link Effect"
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valid_keys = ["Unit Killed", "Faith", "Gold", "Era Score"] # type: ignore
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default = frozenset({"Unit Killed"})
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class DeathLinkEffectPercent(Range):
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"""The percentage of the effect that will be applied. Only applicable for Gold and Faith effects."""
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display_name = "Death Link Effect Percent"
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default = 20
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range_start = 1
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range_end = 100
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@dataclass
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class CivVIOptions(PerGameCommonOptions):
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start_inventory_from_pool: StartInventoryPool
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progression_style: ProgressionStyle
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shuffle_goody_hut_rewards: ShuffleGoodyHuts
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boostsanity: BoostSanity
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research_cost_multiplier: ResearchCostMultiplier
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pre_hint_items: PreHintItems
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hide_item_names: HideItemNames
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advisor_show_progression_items: InGameFlagProgressionItems
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death_link: CivDeathLink
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death_link_effect: DeathLinkEffect
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death_link_effect_percent: DeathLinkEffectPercent
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