Rogue Legacy: Rename `world` to `multiworld` in local variables and function signatures. (#1169)
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@ -10,7 +10,7 @@ class RLRegionData(NamedTuple):
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exits: Optional[List[str]]
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def create_regions(world: MultiWorld, player: int):
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def create_regions(multiworld: MultiWorld, player: int):
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regions: Dict[str, RLRegionData] = {
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"Menu": RLRegionData(None, ["Castle Hamson"]),
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"The Manor": RLRegionData([], []),
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@ -61,9 +61,9 @@ def create_regions(world: MultiWorld, player: int):
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regions["The Fountain Room"].locations.append("Fountain Room")
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# Chests
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chests = int(world.chests_per_zone[player])
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chests = int(multiworld.chests_per_zone[player])
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for i in range(0, chests):
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if world.universal_chests[player]:
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if multiworld.universal_chests[player]:
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regions["Castle Hamson"].locations.append(f"Chest {i + 1}")
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regions["Forest Abkhazia"].locations.append(f"Chest {i + 1 + chests}")
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regions["The Maya"].locations.append(f"Chest {i + 1 + (chests * 2)}")
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@ -75,9 +75,9 @@ def create_regions(world: MultiWorld, player: int):
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regions["Land of Darkness"].locations.append(f"Land of Darkness - Chest {i + 1}")
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# Fairy Chests
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chests = int(world.fairy_chests_per_zone[player])
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chests = int(multiworld.fairy_chests_per_zone[player])
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for i in range(0, chests):
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if world.universal_fairy_chests[player]:
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if multiworld.universal_fairy_chests[player]:
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regions["Castle Hamson"].locations.append(f"Fairy Chest {i + 1}")
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regions["Forest Abkhazia"].locations.append(f"Fairy Chest {i + 1 + chests}")
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regions["The Maya"].locations.append(f"Fairy Chest {i + 1 + (chests * 2)}")
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@ -90,19 +90,19 @@ def create_regions(world: MultiWorld, player: int):
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# Set up the regions correctly.
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for name, data in regions.items():
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world.regions.append(create_region(world, player, name, data.locations, data.exits))
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multiworld.regions.append(create_region(multiworld, player, name, data.locations, data.exits))
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world.get_entrance("Castle Hamson", player).connect(world.get_region("Castle Hamson", player))
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world.get_entrance("The Manor", player).connect(world.get_region("The Manor", player))
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world.get_entrance("Forest Abkhazia", player).connect(world.get_region("Forest Abkhazia", player))
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world.get_entrance("The Maya", player).connect(world.get_region("The Maya", player))
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world.get_entrance("Land of Darkness", player).connect(world.get_region("Land of Darkness", player))
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world.get_entrance("The Fountain Room", player).connect(world.get_region("The Fountain Room", player))
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multiworld.get_entrance("Castle Hamson", player).connect(multiworld.get_region("Castle Hamson", player))
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multiworld.get_entrance("The Manor", player).connect(multiworld.get_region("The Manor", player))
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multiworld.get_entrance("Forest Abkhazia", player).connect(multiworld.get_region("Forest Abkhazia", player))
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multiworld.get_entrance("The Maya", player).connect(multiworld.get_region("The Maya", player))
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multiworld.get_entrance("Land of Darkness", player).connect(multiworld.get_region("Land of Darkness", player))
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multiworld.get_entrance("The Fountain Room", player).connect(multiworld.get_region("The Fountain Room", player))
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def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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def create_region(multiworld: MultiWorld, player: int, name: str, locations=None, exits=None):
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ret = Region(name, RegionType.Generic, name, player)
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ret.multiworld = world
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ret.multiworld = multiworld
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if locations:
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for loc_name in locations:
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loc_data = location_table.get(loc_name)
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@ -121,5 +121,3 @@ def create_region(world: MultiWorld, player: int, name: str, locations=None, exi
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entrance = Entrance(player, exit, ret)
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ret.exits.append(entrance)
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return ret
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@ -25,15 +25,15 @@ class LegacyLogic(LogicMixin):
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self.item_count("Attack Up", player) + self.item_count("Magic Damage Up", player)
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def set_rules(world: MultiWorld, player: int):
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def set_rules(multiworld: MultiWorld, player: int):
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# Vendors
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if world.vendors[player] == "normal":
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set_rule(world.get_location("Forest Abkhazia Boss Reward", player),
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if multiworld.vendors[player] == "normal":
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set_rule(multiworld.get_location("Forest Abkhazia Boss Reward", player),
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lambda state: state.has_all_vendors(player))
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# Scale each manor location.
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manor_rules = {
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"Defeat Khidr" if world.khidr[player] == "vanilla" else "Defeat Neo Khidr": [
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"Defeat Khidr" if multiworld.khidr[player] == "vanilla" else "Defeat Neo Khidr": [
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"Manor - Left Wing Window",
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"Manor - Left Wing Rooftop",
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"Manor - Right Wing Window",
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@ -44,7 +44,7 @@ def set_rules(world: MultiWorld, player: int):
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"Manor - Left Tree 2",
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"Manor - Right Tree",
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],
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"Defeat Alexander" if world.alexander[player] == "vanilla" else "Defeat Alexander IV": [
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"Defeat Alexander" if multiworld.alexander[player] == "vanilla" else "Defeat Alexander IV": [
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"Manor - Left Big Upper 1",
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"Manor - Left Big Upper 2",
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"Manor - Left Big Windows",
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@ -56,7 +56,7 @@ def set_rules(world: MultiWorld, player: int):
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"Manor - Right Big Rooftop",
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"Manor - Right Extension",
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],
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"Defeat Ponce de Leon" if world.leon[player] == "vanilla" else "Defeat Ponce de Freon": [
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"Defeat Ponce de Leon" if multiworld.leon[player] == "vanilla" else "Defeat Ponce de Freon": [
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"Manor - Right High Base",
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"Manor - Right High Upper",
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"Manor - Right High Tower",
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@ -67,20 +67,20 @@ def set_rules(world: MultiWorld, player: int):
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for event, locations in manor_rules.items():
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for location in locations:
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set_rule(world.get_location(location, player), lambda state: state.has(event, player))
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set_rule(multiworld.get_location(location, player), lambda state: state.has(event, player))
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# Standard Zone Progression
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world.get_entrance("Forest Abkhazia", player).access_rule = \
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multiworld.get_entrance("Forest Abkhazia", player).access_rule = \
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(lambda state: state.has_stat_upgrades(player, 0.125 * state.total_stat_upgrades_count(player)) and
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(state.has("Defeat Khidr", player) or state.has("Defeat Neo Khidr", player)))
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world.get_entrance("The Maya", player).access_rule = \
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multiworld.get_entrance("The Maya", player).access_rule = \
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(lambda state: state.has_stat_upgrades(player, 0.25 * state.total_stat_upgrades_count(player)) and
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(state.has("Defeat Alexander", player) or state.has("Defeat Alexander IV", player)))
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world.get_entrance("Land of Darkness", player).access_rule = \
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multiworld.get_entrance("Land of Darkness", player).access_rule = \
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(lambda state: state.has_stat_upgrades(player, 0.375 * state.total_stat_upgrades_count(player)) and
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(state.has("Defeat Ponce de Leon", player) or state.has("Defeat Ponce de Freon", player)))
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world.get_entrance("The Fountain Room", player).access_rule = \
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multiworld.get_entrance("The Fountain Room", player).access_rule = \
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(lambda state: state.has_stat_upgrades(player, 0.5 * state.total_stat_upgrades_count(player)) and
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(state.has("Defeat Herodotus", player) or state.has("Defeat Astrodotus", player)))
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world.completion_condition[player] = lambda state: state.has("Defeat The Fountain", player)
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multiworld.completion_condition[player] = lambda state: state.has("Defeat The Fountain", player)
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