Archipelago/worlds/rogue-legacy/__init__.py

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