Risk of Rain 2 implementation
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from BaseClasses import Item
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import typing
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class RiskOfRainItem(Item):
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game: str = "Risk of Rain 2"
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# 37000 - 38000
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item_table = {
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"Dio's Best Friend": 37001,
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"Common Item": 37002,
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"Uncommon Item": 37003,
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"Legendary Item": 37004,
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"Boss Item": 37005,
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"Lunar Item": 37006,
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"Equipment": 37007,
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"Item Scrap, White": 37008,
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"Item Scrap, Green": 37009,
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"Item Scrap, Red": 37010,
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"Item Scrap, Yellow": 37011,
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"Victory": None,
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"Beat Level One": None,
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"Beat Level Two": None,
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"Beat Level Three": None,
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"Beat Level Four": None,
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"Beat Level Five": None,
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}
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junk_weights = {
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"Item Scrap, Green": 16,
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"Item Scrap, Red": 4,
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"Item Scrap, Yellow": 1,
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"Item Scrap, White": 32,
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"Common Item": 64,
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"Uncommon Item": 32,
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"Legendary Item": 8,
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"Boss Item": 4,
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"Lunar Item": 16,
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"Equipment": 32,
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}
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lookup_id_to_name: typing.Dict[int, str] = {id: name for name, id in item_table.items() if id}
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from BaseClasses import Location
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import typing
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class RiskOfRainLocation(Location):
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game: str = "Risk of Rain 2"
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# 37000 - 38000
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base_location_table = {
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"Victory": 37999,
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"Level One": 37001,
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"Level Two": 37002,
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"Level Three": 37003,
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"Level Four": 37004,
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"Level Five": 37005
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}
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item_pickups = {
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f"ItemPickup{i}": 37005+i for i in range(1, 51)
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}
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location_table = {**base_location_table, **item_pickups}
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lookup_id_to_name: typing.Dict[int, str] = {id: name for name, id in location_table.items()}
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import typing
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from Options import Option, Toggle, Range
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class TotalLocations(Range):
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"""Number of location checks which are added to the Risk of Rain playthrough."""
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displayname = "Total Locations"
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range_start = 10
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range_end = 50
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default = 15
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class TotalRevivals(Range):
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"""Number of `Dio's Best Friend` item put in the item pool."""
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displayname = "Total Revivals Available"
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range_start = 0
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range_end = 10
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default = 4
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class ItemPickupStep(Range):
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"""Number of items to pick up before an AP Check is completed.
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Setting to 1 means every other pickup.
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Setting to 2 means every third pickup. So on..."""
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displayname = "Item Pickup Step"
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range_start = 0
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range_end = 5
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default = 1
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class StartWithRevive(Toggle):
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"""Start the game with a `Dio's Best Friend` item."""
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displayname = "Start with a Revive"
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default = True
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ror2_options: typing.Dict[str, type(Option)] = {
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"total_locations": TotalLocations,
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"total_revivals": TotalRevivals,
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"start_with_revive": StartWithRevive,
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"item_pickup_step": ItemPickupStep
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}
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from BaseClasses import MultiWorld
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from ..AutoWorld import LogicMixin
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from ..generic.Rules import set_rule
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class RiskOfRainLogic(LogicMixin):
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def _ror_has_items(self, player: int, amount: int) -> bool:
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count: int = self.item_count("Common Item", player) + self.item_count("Uncommon Item", player) + \
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self.item_count("Legendary Item", player) + self.item_count("Boss Item", player)
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return count >= amount
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def set_rules(world: MultiWorld, player: int):
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total_checks = world.total_locations[player]
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# divide by 5 since 5 levels (then commencement)
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items_per_level = total_checks / 5
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leftover = total_checks % 5
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set_rule(world.get_location("Level One", player),
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lambda state: state._ror_has_items(player, items_per_level + leftover))
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set_rule(world.get_location("Level Two", player),
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lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level One", player))
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set_rule(world.get_location("Level Three", player),
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lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level Two", player))
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set_rule(world.get_location("Level Four", player),
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lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level Three", player))
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set_rule(world.get_location("Level Five", player),
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lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level Four", player))
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set_rule(world.get_location("Victory", player),
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lambda state: state._ror_has_items(player, items_per_level) and state.has("Beat Level Five", player))
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world.completion_condition[player] = lambda state: state.has("Victory", player)
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import string
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from .Items import RiskOfRainItem, item_table, junk_weights
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from .Locations import location_table, RiskOfRainLocation, base_location_table
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from .Rules import set_rules
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from BaseClasses import Region, Entrance, Item, MultiWorld
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from .Options import ror2_options
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from ..AutoWorld import World
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client_version = 1
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class RiskOfRainWorld(World):
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game: str = "Risk of Rain 2"
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options = ror2_options
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topology_present = False
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item_name_to_id = {name: data for name, data in item_table.items()}
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location_name_to_id = {name: data for name, data in location_table.items()}
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data_version = 1
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def generate_basic(self):
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# shortcut for starting_inventory... The start_with_revive option lets you start with a Dio's Best Friend
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if self.world.start_with_revive[self.player].value:
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self.world.push_precollected(self.world.create_item("Dio's Best Friend", self.player))
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# Generate item pool
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itempool = []
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junk_pool = junk_weights.copy()
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# Add revive items for the player
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itempool += ["Dio's Best Friend"] * self.world.total_revivals[self.player]
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# Fill remaining items with randomly generated junk
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itempool += self.world.random.choices(list(junk_pool.keys()), weights=list(junk_pool.values()),
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k=self.world.total_locations[self.player] -
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self.world.total_revivals[self.player])
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# Convert itempool into real items
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itempool = [item for item in map(lambda name: self.create_item(name), itempool)]
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self.world.itempool += itempool
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def set_rules(self):
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set_rules(self.world, self.player)
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def create_regions(self):
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create_regions(self.world, self.player)
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def fill_slot_data(self):
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return {
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"itemPickupStep": self.world.item_pickup_step[self.player].value,
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"seed": "".join(self.world.slot_seeds[self.player].choice(string.digits) for i in range(16)),
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"totalLocations": self.world.total_locations[self.player].value
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}
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def create_item(self, name: str) -> Item:
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item_id = item_table[name]
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item = RiskOfRainItem(name, True, item_id, self.player)
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return item
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def create_regions(world, player: int):
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world.regions += [
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create_region(world, player, 'Menu', None, ['Lobby']),
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create_region(world, player, 'Petrichor V',
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[location for location in base_location_table] +
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[f"ItemPickup{i}" for i in range(1, world.total_locations[player])])
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]
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world.get_entrance("Lobby", player).connect(world.get_region("Petrichor V", player))
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world.get_location("Level One", player).place_locked_item(RiskOfRainItem("Beat Level One", True, None, player))
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world.get_location("Level Two", player).place_locked_item(RiskOfRainItem("Beat Level Two", True, None, player))
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world.get_location("Level Three", player).place_locked_item(RiskOfRainItem("Beat Level Three", True, None, player))
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world.get_location("Level Four", player).place_locked_item(RiskOfRainItem("Beat Level Four", True, None, player))
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world.get_location("Level Five", player).place_locked_item(RiskOfRainItem("Beat Level Five", True, None, player))
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world.get_location("Victory", player).place_locked_item(RiskOfRainItem("Victory", True, None, player))
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def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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ret = Region(name, None, name, player)
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ret.world = world
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if locations:
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for location in locations:
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loc_id = location_table.get(location, 0)
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location = RiskOfRainLocation(player, location, loc_id, ret)
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ret.locations.append(location)
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if exits:
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for exit in exits:
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ret.exits.append(Entrance(player, exit, ret))
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return ret
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