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from dataclasses import dataclass

from Options import PerGameCommonOptions, Toggle, Choice


class ShuffleDoors(Toggle):
    """If enabled, most doors will open from receiving an item rather than fulfilling the in-game requirements."""
    display_name = "Shuffle Doors"


class ShuffleLetters(Choice):
    """
    Controls how letter unlocks are handled. Note that H1, I1, N1, and T1 will always be present at their vanilla
    locations in the starting room, even if letters are shuffled remotely.

    - **Vanilla**: All letters will be present at their vanilla locations.
    - **Unlocked**: Players will start with their keyboards fully unlocked.
    - **Progressive**: Two items will be added to the pool for every letter (one for H, I, N, and T). Receiving the
      first item gives you the corresponding level 1 letter, and the second item gives you the corresponding level 2
      letter.
    - **Vanilla Cyan**: Players will start with all level 1 (purple) letters unlocked. Level 2 (cyan) letters will be
      present at their vanilla locations.
    - **Item Cyan**: Players will start with all level 1 (purple) letters unlocked. One item will be added to the pool
      for every level 2 (cyan) letter.
    """
    display_name = "Shuffle Letters"
    option_vanilla = 0
    option_unlocked = 1
    option_progressive = 2
    option_vanilla_cyan = 3
    option_item_cyan = 4


class KeyholderSanity(Toggle):
    """
    If enabled, 26 locations will be created for placing each key into its respective Green Ending keyholder.

    NOTE: This does not apply to the two disappearing keyholders in The Congruent, as they are not part of Green Ending.
    """
    display_name = "Keyholder Sanity"


class DaedalusRoofAccess(Toggle):
    """
    If enabled, the player will be logically expected to be able to go from the castle entrance to any part of Daedalus
    that is open to the air. If disabled, the player will only be expected to be able to enter the castle, the moat,
    Icarus, and the area at the bottom of the stairs. Invisible walls that become opaque as you approach them are added
    to the level to prevent the player from accidentally breaking logic.
    """
    display_name = "Allow Daedalus Roof Access"


class VictoryCondition(Choice):
    """Victory condition."""
    display_name = "Victory Condition"
    option_gray_ending = 0
    option_purple_ending = 1
    option_mint_ending = 2
    option_black_ending = 3
    option_blue_ending = 4
    option_cyan_ending = 5
    option_red_ending = 6
    option_plum_ending = 7
    option_orange_ending = 8
    option_gold_ending = 9
    option_yellow_ending = 10
    option_green_ending = 11
    option_white_ending = 12


@dataclass
class Lingo2Options(PerGameCommonOptions):
    shuffle_doors: ShuffleDoors
    shuffle_letters: ShuffleLetters
    keyholder_sanity: KeyholderSanity
    daedalus_roof_access: DaedalusRoofAccess
    victory_condition: VictoryCondition