RoR2: Move filler item creation to `get_filler_item_name` (#2075)

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kindasneaki 2023-08-16 08:21:07 -06:00 committed by GitHub
parent 7ce9f20bc7
commit b235ba2c52
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1 changed files with 52 additions and 37 deletions

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@ -40,6 +40,10 @@ class RiskOfRainWorld(World):
web = RiskOfWeb()
total_revivals: int
def __init__(self, multiworld: "MultiWorld", player: int):
super().__init__(multiworld, player)
self.junk_pool: Dict[str, int] = {}
def generate_early(self) -> None:
# figure out how many revivals should exist in the pool
if self.multiworld.goal[self.player] == "classic":
@ -87,6 +91,52 @@ class RiskOfRainWorld(World):
self.multiworld.push_precollected(self.create_item(unlock[0]))
environments_pool.pop(unlock[0])
# Generate item pool
itempool: List = []
# Add revive items for the player
itempool += ["Dio's Best Friend"] * self.total_revivals
itempool += ["Beads of Fealty"]
for env_name, _ in environments_pool.items():
itempool += [env_name]
if self.multiworld.goal[self.player] == "classic":
# classic mode
total_locations = self.multiworld.total_locations[self.player].value
else:
# explore mode
total_locations = len(
orderedstage_location.get_locations(
chests=self.multiworld.chests_per_stage[self.player].value,
shrines=self.multiworld.shrines_per_stage[self.player].value,
scavengers=self.multiworld.scavengers_per_stage[self.player].value,
scanners=self.multiworld.scanner_per_stage[self.player].value,
altars=self.multiworld.altars_per_stage[self.player].value,
dlc_sotv=self.multiworld.dlc_sotv[self.player].value
)
)
# Create junk items
self.junk_pool = self.create_junk_pool()
# Fill remaining items with randomly generated junk
while len(itempool) < total_locations:
itempool.append(self.get_filler_item_name())
# Convert itempool into real items
itempool = list(map(lambda name: self.create_item(name), itempool))
self.multiworld.itempool += itempool
def set_rules(self) -> None:
set_rules(self.multiworld, self.player)
def get_filler_item_name(self) -> str:
if not self.junk_pool:
self.junk_pool = self.create_junk_pool()
weights = [data for data in self.junk_pool.values()]
filler = self.multiworld.random.choices([filler for filler in self.junk_pool.keys()], weights,
k=1)[0]
return filler
def create_junk_pool(self) -> Dict:
# if presets are enabled generate junk_pool from the selected preset
pool_option = self.multiworld.item_weights[self.player].value
junk_pool: Dict[str, int] = {}
@ -119,42 +169,7 @@ class RiskOfRainWorld(World):
if not (self.multiworld.dlc_sotv[self.player] or pool_option == ItemWeights.option_void):
junk_pool.pop("Void Item")
# Generate item pool
itempool: List = []
# Add revive items for the player
itempool += ["Dio's Best Friend"] * self.total_revivals
itempool += ["Beads of Fealty"]
for env_name, _ in environments_pool.items():
itempool += [env_name]
nonjunk_item_count = len(itempool)
if self.multiworld.goal[self.player] == "classic":
# classic mode
total_locations = self.multiworld.total_locations[self.player].value
else:
# explore mode
total_locations = len(
orderedstage_location.get_locations(
chests=self.multiworld.chests_per_stage[self.player].value,
shrines=self.multiworld.shrines_per_stage[self.player].value,
scavengers=self.multiworld.scavengers_per_stage[self.player].value,
scanners=self.multiworld.scanner_per_stage[self.player].value,
altars=self.multiworld.altars_per_stage[self.player].value,
dlc_sotv=self.multiworld.dlc_sotv[self.player].value
)
)
junk_item_count = total_locations - nonjunk_item_count
# Fill remaining items with randomly generated junk
itempool += self.multiworld.random.choices(list(junk_pool.keys()), weights=list(junk_pool.values()),
k=junk_item_count)
# Convert itempool into real items
itempool = list(map(lambda name: self.create_item(name), itempool))
self.multiworld.itempool += itempool
def set_rules(self) -> None:
set_rules(self.multiworld, self.player)
return junk_pool
def create_regions(self) -> None:
@ -213,7 +228,7 @@ class RiskOfRainWorld(World):
classification = ItemClassification.trap
# Only check for an item to be a environment unlock if those are known to be in the pool.
# This should shave down comparions.
# This should shave down comparisons.
elif name in environment_ALL_table.keys():
if name in {"Hidden Realm: Bulwark's Ambry", "Hidden Realm: Gilded Coast,"}: