Rogue Legacy: Remove relative imports and move to .apworld. (#1304)

* Remove relative import and remove `set_rule` usage.

* Set Rogue Legacy to be .apworld.
This commit is contained in:
Zach Parks 2022-12-08 08:54:49 -06:00 committed by GitHub
parent 1b582e5b09
commit bedc78d335
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3 changed files with 17 additions and 17 deletions

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@ -1,23 +1,25 @@
import base64
import datetime
import os
import platform
import shutil
import sys
import sysconfig
import platform
import zipfile
from pathlib import Path
from hashlib import sha3_512
import base64
import datetime
from Utils import version_tuple, is_windows, is_linux
from collections.abc import Iterable
import typing
import setuptools
from Launcher import components, icon_paths
import zipfile
from collections.abc import Iterable
from hashlib import sha3_512
from pathlib import Path
import setuptools
from Launcher import components, icon_paths
from Utils import version_tuple, is_windows, is_linux
apworlds: set = {
"Subnautica",
"Factorio",
"Rogue Legacy",
}
# This is a bit jank. We need cx-Freeze to be able to run anything from this script, so install it

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@ -1,7 +1,5 @@
from BaseClasses import MultiWorld, CollectionState
from ..generic.Rules import set_rule
def get_upgrade_total(multiworld: MultiWorld, player: int) -> int:
return int(multiworld.health_pool[player]) + int(multiworld.mana_pool[player]) + \
@ -52,8 +50,8 @@ def has_defeated_dungeon(state: CollectionState, player: int) -> bool:
def set_rules(multiworld: MultiWorld, player: int):
# If 'vendors' are 'normal', then expect it to show up in the first half(ish) of the spheres.
if multiworld.vendors[player] == "normal":
set_rule(multiworld.get_location("Forest Abkhazia Boss Reward", player),
lambda state: has_vendors(state, player))
multiworld.get_location("Forest Abkhazia Boss Reward", player).access_rule = \
lambda state: has_vendors(state, player)
# Gate each manor location so everything isn't dumped into sphere 1.
manor_rules = {
@ -92,11 +90,11 @@ def set_rules(multiworld: MultiWorld, player: int):
# Set rules for manor locations.
for event, locations in manor_rules.items():
for location in locations:
set_rule(multiworld.get_location(location, player), lambda state: state.has(event, player))
multiworld.get_location(location, player).access_rule = lambda state: state.has(event, player)
# Set rules for fairy chests to decrease headache of expectation to find non-movement fairy chests.
for fairy_location in [location for location in multiworld.get_locations(player) if "Fairy" in location.name]:
set_rule(fairy_location, lambda state: has_fairy_progression(state, player))
fairy_location.access_rule = lambda state: has_fairy_progression(state, player)
# Region rules.
multiworld.get_entrance("Forest Abkhazia", player).access_rule = \

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@ -1,12 +1,12 @@
from typing import List
from BaseClasses import Tutorial
from worlds.AutoWorld import World, WebWorld
from .Items import RLItem, RLItemData, event_item_table, item_table, get_items_by_category
from .Locations import RLLocation, location_table
from .Options import rl_options
from .Regions import create_regions
from .Rules import set_rules
from ..AutoWorld import World, WebWorld
class RLWeb(WebWorld):