2022-01-03 18:12:32 +00:00
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import typing
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2022-05-11 18:05:53 +00:00
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from BaseClasses import Item, MultiWorld, Tutorial
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2022-01-03 18:12:32 +00:00
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from .Items import LegacyItem, ItemData, item_table, vendors_table, static_classes_table, progressive_classes_table, \
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skill_unlocks_table, blueprints_table, runes_table, misc_items_table
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from .Locations import LegacyLocation, location_table, base_location_table
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from .Options import legacy_options
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from .Regions import create_regions
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from .Rules import set_rules
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from .Names import ItemName
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2022-05-11 18:05:53 +00:00
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from ..AutoWorld import World, WebWorld
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class LegacyWeb(WebWorld):
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tutorials = [Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up the Rogue Legacy Randomizer software on your computer. This guide covers single-player, multiworld, and related software.",
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"English",
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"rogue-legacy_en.md",
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"rogue-legacy/en",
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["Phar"]
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)]
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2022-01-03 18:12:32 +00:00
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class LegacyWorld(World):
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"""
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Rogue Legacy is a genealogical rogue-"LITE" where anyone can be a hero. Each time you die, your child will succeed
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you. Every child is unique. One child might be colorblind, another might have vertigo-- they could even be a dwarf.
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But that's OK, because no one is perfect, and you don't have to be to succeed.
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"""
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game: str = "Rogue Legacy"
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options = legacy_options
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topology_present = False
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2022-01-26 22:35:56 +00:00
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data_version = 3
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2022-04-08 09:16:36 +00:00
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required_client_version = (0, 2, 3)
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2022-05-11 18:05:53 +00:00
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web = LegacyWeb()
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2022-01-03 18:12:32 +00:00
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item_name_to_id = {name: data.code for name, data in item_table.items()}
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location_name_to_id = location_table
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def _get_slot_data(self):
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return {
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"starting_gender": self.world.starting_gender[self.player],
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"starting_class": self.world.starting_class[self.player],
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"new_game_plus": self.world.new_game_plus[self.player],
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"fairy_chests_per_zone": self.world.fairy_chests_per_zone[self.player],
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"chests_per_zone": self.world.chests_per_zone[self.player],
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"universal_fairy_chests": self.world.universal_fairy_chests[self.player],
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"universal_chests": self.world.universal_chests[self.player],
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"vendors": self.world.vendors[self.player],
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"architect_fee": self.world.architect_fee[self.player],
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"disable_charon": self.world.disable_charon[self.player],
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"require_purchasing": self.world.require_purchasing[self.player],
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"gold_gain_multiplier": self.world.gold_gain_multiplier[self.player],
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"number_of_children": self.world.number_of_children[self.player],
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"khidr": self.world.khidr[self.player],
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"alexander": self.world.alexander[self.player],
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"leon": self.world.leon[self.player],
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"herodotus": self.world.herodotus[self.player],
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"allow_default_names": self.world.allow_default_names[self.player],
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"additional_sir_names": self.world.additional_sir_names[self.player],
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"additional_lady_names": self.world.additional_lady_names[self.player],
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"death_link": self.world.death_link[self.player],
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}
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def _create_items(self, name: str):
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data = item_table[name]
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return [self.create_item(name)] * data.quantity
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def fill_slot_data(self) -> dict:
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slot_data = self._get_slot_data()
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for option_name in legacy_options:
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option = getattr(self.world, option_name)[self.player]
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slot_data[option_name] = option.value
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return slot_data
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def generate_basic(self):
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itempool: typing.List[LegacyItem] = []
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total_required_locations = 64 + (self.world.chests_per_zone[self.player] * 4) + (self.world.fairy_chests_per_zone[self.player] * 4)
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# Fill item pool with all required items
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for item in {**skill_unlocks_table, **runes_table}:
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# if Haggling, do not add if Disable Charon.
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if item == ItemName.haggling and self.world.disable_charon[self.player] == 1:
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continue
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itempool += self._create_items(item)
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2022-01-26 22:35:56 +00:00
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# Blueprints
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if self.world.progressive_blueprints[self.player]:
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itempool += [self.create_item(ItemName.progressive_blueprints)] * 15
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else:
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for item in blueprints_table:
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itempool += self._create_items(item)
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# Check Pool settings to add a certain amount of these items.
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itempool += [self.create_item(ItemName.health)] * int(self.world.health_pool[self.player])
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itempool += [self.create_item(ItemName.mana)] * int(self.world.mana_pool[self.player])
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itempool += [self.create_item(ItemName.attack)] * int(self.world.attack_pool[self.player])
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itempool += [self.create_item(ItemName.magic_damage)] * int(self.world.magic_damage_pool[self.player])
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itempool += [self.create_item(ItemName.armor)] * int(self.world.armor_pool[self.player])
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itempool += [self.create_item(ItemName.equip)] * int(self.world.equip_pool[self.player])
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itempool += [self.create_item(ItemName.crit_chance)] * int(self.world.crit_chance_pool[self.player])
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itempool += [self.create_item(ItemName.crit_damage)] * int(self.world.crit_damage_pool[self.player])
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2022-03-16 01:31:14 +00:00
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classes = self.world.available_classes[self.player]
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if "Dragon" in classes:
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itempool.append(self.create_item(ItemName.dragon))
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if "Traitor" in classes:
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itempool.append(self.create_item(ItemName.traitor))
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if self.world.starting_class[self.player] == "knight":
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itempool.append(self.create_item(ItemName.progressive_knight))
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elif "Knight" in classes:
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itempool.extend(self._create_items(ItemName.progressive_knight))
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if self.world.starting_class[self.player] == "mage":
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itempool.append(self.create_item(ItemName.progressive_mage))
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elif "Mage" in classes:
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itempool.extend(self._create_items(ItemName.progressive_mage))
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if self.world.starting_class[self.player] == "barbarian":
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itempool.append(self.create_item(ItemName.progressive_barbarian))
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elif "Barbarian" in classes:
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itempool.extend(self._create_items(ItemName.progressive_barbarian))
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if self.world.starting_class[self.player] == "knave":
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itempool.append(self.create_item(ItemName.progressive_knave))
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elif "Knave" in classes:
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itempool.extend(self._create_items(ItemName.progressive_knave))
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if self.world.starting_class[self.player] == "shinobi":
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itempool.append(self.create_item(ItemName.progressive_shinobi))
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elif "Shinobi" in classes:
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itempool.extend(self._create_items(ItemName.progressive_shinobi))
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if self.world.starting_class[self.player] == "miner":
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itempool.append(self.create_item(ItemName.progressive_miner))
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elif "Miner" in classes:
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itempool.extend(self._create_items(ItemName.progressive_miner))
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if self.world.starting_class[self.player] == "lich":
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itempool.append(self.create_item(ItemName.progressive_lich))
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elif "Lich" in classes:
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itempool.extend(self._create_items(ItemName.progressive_lich))
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if self.world.starting_class[self.player] == "spellthief":
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itempool.append(self.create_item(ItemName.progressive_spellthief))
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elif "Spellthief" in classes:
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itempool.extend(self._create_items(ItemName.progressive_spellthief))
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2022-01-03 18:12:32 +00:00
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# Check if we need to start with these vendors or put them in the pool.
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if self.world.vendors[self.player] == "start_unlocked":
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self.world.push_precollected(self.world.create_item(ItemName.blacksmith, self.player))
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self.world.push_precollected(self.world.create_item(ItemName.enchantress, self.player))
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else:
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itempool += [self.create_item(ItemName.blacksmith), self.create_item(ItemName.enchantress)]
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# Add Architect.
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if self.world.architect[self.player] == "start_unlocked":
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self.world.push_precollected(self.world.create_item(ItemName.architect, self.player))
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elif self.world.architect[self.player] != "disabled":
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itempool += [self.create_item(ItemName.architect)]
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# Fill item pool with the remaining
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for _ in range(len(itempool), total_required_locations):
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item = self.world.random.choice(list(misc_items_table.keys()))
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itempool += [self.create_item(item)]
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self.world.itempool += itempool
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def create_regions(self):
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create_regions(self.world, self.player)
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def create_item(self, name: str) -> Item:
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data = item_table[name]
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return LegacyItem(name, data.progression, data.code, self.player)
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def set_rules(self):
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set_rules(self.world, self.player)
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