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config.py
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from enum import Enum
from h2lang.missions import *
class Difficulty(Enum):
EASY = 0
NORMAL = 1
HEROIC = 2
LEGENDARY = 3
EASY = Difficulty.EASY
NORMAL = Difficulty.NORMAL
HEROIC = Difficulty.HEROIC
LEGENDARY = Difficulty.LEGENDARY
ALL_DIFFICULTIES = {EASY, NORMAL, HEROIC, LEGENDARY}
class Special:
def __init__(self, index, func=None, difficulties=ALL_DIFFICULTIES):
self._func = func
self.index = index
self._difficulties = difficulties
def calculate(self, duration, difficulty):
if difficulty not in self._difficulties:
return 0
if self._func:
return self._func(duration)
return duration
SOUNDS_TO_CHECK = {
'armory_training_look': {
'mission': ARMORY,
'indices': {
600, # Well... I guess it was all obsolete anyway.
610, # Your new suit ... this morning.
620, # Try and take ... used to the upgrades.
630, # Okay, let's test your targeting first thing.
3000, # Please look at the top light.
650, # Good.
3010, # Now look at the bottom light.
670, # All right.
3020, # Look at the top light again.
760, # That's it.
3030, # Now the bottom one.
740, # Okay.
770, # Everything checks out.
},
},
'armory_training_move': {
'mission': ARMORY,
'indices': {
790, # Stand by. I'm going to offline the inhibitors.
800, # Move aroudn a little, get a feel for it.
810, # When you're ready ... by the zapper.
},
},
'armory_training_shield': {
'mission': ARMORY,
'indices': {
3150, # Pay attention ... over this once.
3140, # This station will ... shields.
950, # As you can see ... faster.
960, # If your shields ... fully-charged.
970, # That, or he can hide behind me.
1000, # You done with ... training wheels.
1010, # His armor's working fine. [Potential chili-hole skip.]
980, # You're free to go ... take things slow.
},
'variants': {
1010: [ # Chili-hole skip.
'l01_1010a_gun', # [skip]
'l01_1010b_gun' # [no skip]
]
},
},
'armory_training_done': {
'mission': ARMORY,
'indices': {
# Don't worry, I'll hold his hand.
Special(1040, lambda dur: max(0, dur - 1)),
3360, # So Johnson, ... in one piece?
990, # Sorry, Guns. It's classified.
},
},
'armory_training_tram': {
'mission': ARMORY,
'indices': {
# Earth. Haven't seen it in years.
Special(10, lambda dur: max(0, dur - 1))
},
},
'cairo_malta': {
'mission': CAIRO_STATION,
'indices': {
200, # Hey, check it out. ... boarders.
210, # Malta, what's your status, over?
220, # I don't believe it. ... We won!
}
},
'cairo_athens': {
'mission': CAIRO_STATION,
'indices': {
230, # Uh-oh. They're leaving the Athens.
260, # Cortana, assessment.
270, # The explosion ... a bomb.
280, # Then they ... find it.
}
},
'arbiter_start': {
'mission': THE_ARBITER,
'indices': {
210, # We are the arm ... the blade.
220, # Be silent ... without incident.
}
},
'arbiter_no_glassclip': {
'mission': THE_ARBITER,
'indices': {
470, # Deal with him, my brothers.
480, # I will defend the Oracle.
}
},
'SKIP_oracle_start_standard': {
'mission': ORACLE,
'indices': {
40, # I wondered ... I'm flattered.
50, # He's using a holo-drone. He must be close!
60, # Come out so we may kill you.
70, # Hahaha, get in line.
},
'nototal': True,
},
# It's a little bit unclear to me how dialog skip works, but I think
# the effect is that we don't wait for the 'flattered' line.
'oracle_start_dialog_skip': {
'mission': ORACLE,
'indices': {
50, # He's using a holo-drone. He must be close!
60, # Come out so we may kill you.
70, # Hahaha, get in line.
}
},
'oracle_cables': {
'mission': ORACLE,
'indices': {
1380, # That's one ... at the station list.
1400, # One final cable, Arbiter.
}
},
'oracle_heretic_leader': {
'mission': ORACLE,
'indices': {
# How did the prophets buy your loyalty, Arbiter?
Special(800, difficulties={HEROIC, LEGENDARY}),
# With a new command? A new fleet?
Special(810, difficulties={HEROIC, LEGENDARY}),
# Or was it the promise? Their Great Journey!
Special(820, difficulties={HEROIC, LEGENDARY}),
# Look around you, Arbiter.
Special(830, difficulties={LEGENDARY}),
# This facility ... study of the parasite.
Special(840, difficulties={LEGENDARY}),
# But where are ... was the result?
Special(850, difficulties={LEGENDARY}),
# All that time ... foul creatures on ice.
Special(860, difficulties={LEGENDARY}),
# And now ... have us worship?
Special(870, difficulties={LEGENDARY}),
# Trascended? Hardly.
Special(880, difficulties={LEGENDARY}),
# Come ... where they went.
Special(890, difficulties={LEGENDARY}),
}
},
'regret_first_elevator': {
'mission': REGRET,
'indices': {
1000, # Ah now I see. ... to the outlying structures.
1010, # Looks like we're going down.
1020, # Unless you'd prefer to swim.
}
},
'regret_end': {
'mission': REGRET,
'indices': {
220, # Bad news. ... We need to get out of here!
}
},
'si_end_fight': {
'mission': SACRED_ICON,
'indices': {
170, # Arbiter! What are you doing here?
}
},
'gm_begin': {
'mission': GRAVEMIND,
'indices': {
1000, # The demon ... chamber?
1010, # Protect the hierarchs! Seal the exits!
2190, # Oh, I don't think so.
2110, # Put me down on one of the pedestals near the door.
2150, # That prophet ... take it from him.
2140, # Let me get these doors...
},
},
'gm_all_doors': {
'mission': GRAVEMIND,
'indices': {
2060, # Right this way!
2300, # Here, Chief! Jump in! [Only bottle-necked if prison skip is faster.]
},
},
'gm_end': {
'mission': GRAVEMIND,
'indices': {
2640, # Hang on... I'm picking up two more transponders.
2650, # It's the commander and Johnson.
2660, # They're closing on Truth's position, Chief.
2670, # They'll need your help.
2590, # This isn't good ... In Amber Clad's wreckage.
2600, # Let's get the index ... really ugly.
},
},
'tgj_scarab_door': {
'mission': THE_GREAT_JOURNEY,
'indices': {
840, # Stay clear of the door.
850, # Hey bastards, knock knock.
}
},
}