RoR2: code cleanup and styling consistency (#833)
* build locations dict dynamically from the TotalLocations option. Minor styling cleanup * Minor items styling cleanup. remove unused event items * minor options cleanup. clarify preset toggle slightly better * make items.py more readable. add chaos weights dict to use as reference point for generation * small rules styling and consistency cleanup * create less regions and other init cleanup * move region creation to less function calls and move revivals calculation * typing * use enum instead of hardcoded ints. fix bug i introduced * better typing
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@ -1,143 +1,154 @@
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from typing import Dict
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from BaseClasses import Item
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import typing
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from .Options import ItemWeights
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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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item_table: Dict[str, int] = {
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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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}
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default_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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default_weights: Dict[str, int] = {
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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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new_weights = {
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"Item Scrap, Green": 15,
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"Item Scrap, Red": 5,
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"Item Scrap, Yellow": 1,
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"Item Scrap, White": 30,
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"Common Item": 75,
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"Uncommon Item": 40,
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"Legendary Item": 10,
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"Boss Item": 5,
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"Lunar Item": 10,
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"Equipment": 20
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new_weights: Dict[str, int] = {
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"Item Scrap, Green": 15,
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"Item Scrap, Red": 5,
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"Item Scrap, Yellow": 1,
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"Item Scrap, White": 30,
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"Common Item": 75,
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"Uncommon Item": 40,
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"Legendary Item": 10,
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"Boss Item": 5,
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"Lunar Item": 10,
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"Equipment": 20
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}
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uncommon_weights = {
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"Item Scrap, Green": 45,
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"Item Scrap, Red": 5,
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"Item Scrap, Yellow": 1,
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"Item Scrap, White": 30,
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"Common Item": 45,
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"Uncommon Item": 100,
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"Legendary Item": 10,
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"Boss Item": 5,
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"Lunar Item": 15,
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"Equipment": 20
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uncommon_weights: Dict[str, int] = {
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"Item Scrap, Green": 45,
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"Item Scrap, Red": 5,
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"Item Scrap, Yellow": 1,
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"Item Scrap, White": 30,
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"Common Item": 45,
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"Uncommon Item": 100,
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"Legendary Item": 10,
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"Boss Item": 5,
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"Lunar Item": 15,
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"Equipment": 20
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}
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legendary_weights = {
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"Item Scrap, Green": 15,
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"Item Scrap, Red": 5,
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"Item Scrap, Yellow": 1,
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"Item Scrap, White": 30,
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"Common Item": 50,
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"Uncommon Item": 25,
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"Legendary Item": 100,
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"Boss Item": 5,
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"Lunar Item": 15,
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"Equipment": 20
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legendary_weights: Dict[str, int] = {
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"Item Scrap, Green": 15,
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"Item Scrap, Red": 5,
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"Item Scrap, Yellow": 1,
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"Item Scrap, White": 30,
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"Common Item": 50,
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"Uncommon Item": 25,
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"Legendary Item": 100,
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"Boss Item": 5,
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"Lunar Item": 15,
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"Equipment": 20
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}
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lunartic_weights = {
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"Item Scrap, Green": 0,
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"Item Scrap, Red": 0,
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"Item Scrap, Yellow": 0,
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"Item Scrap, White": 0,
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"Common Item": 0,
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"Uncommon Item": 0,
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"Legendary Item": 0,
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"Boss Item": 0,
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"Lunar Item": 100,
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"Equipment": 0
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lunartic_weights: Dict[str, int] = {
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"Item Scrap, Green": 0,
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"Item Scrap, Red": 0,
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"Item Scrap, Yellow": 0,
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"Item Scrap, White": 0,
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"Common Item": 0,
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"Uncommon Item": 0,
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"Legendary Item": 0,
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"Boss Item": 0,
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"Lunar Item": 100,
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"Equipment": 0
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}
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no_scraps_weights = {
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"Item Scrap, Green": 0,
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"Item Scrap, Red": 0,
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"Item Scrap, Yellow": 0,
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"Item Scrap, White": 0,
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"Common Item": 100,
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"Uncommon Item": 40,
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"Legendary Item": 15,
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"Boss Item": 5,
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"Lunar Item": 10,
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"Equipment": 25
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chaos_weights: Dict[str, int] = {
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"Item Scrap, Green": 80,
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"Item Scrap, Red": 45,
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"Item Scrap, Yellow": 30,
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"Item Scrap, White": 100,
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"Common Item": 100,
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"Uncommon Item": 70,
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"Legendary Item": 30,
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"Boss Item": 20,
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"Lunar Item": 60,
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"Equipment": 40
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}
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even_weights = {
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"Item Scrap, Green": 1,
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"Item Scrap, Red": 1,
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"Item Scrap, Yellow": 1,
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"Item Scrap, White": 1,
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"Common Item": 1,
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"Uncommon Item": 1,
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"Legendary Item": 1,
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"Boss Item": 1,
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"Lunar Item": 1,
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"Equipment": 1
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no_scraps_weights: Dict[str, int] = {
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"Item Scrap, Green": 0,
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"Item Scrap, Red": 0,
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"Item Scrap, Yellow": 0,
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"Item Scrap, White": 0,
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"Common Item": 100,
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"Uncommon Item": 40,
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"Legendary Item": 15,
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"Boss Item": 5,
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"Lunar Item": 10,
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"Equipment": 25
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}
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scraps_only = {
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"Item Scrap, Green": 70,
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"Item Scrap, White": 100,
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"Item Scrap, Red": 30,
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"Item Scrap, Yellow": 5,
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"Common Item": 0,
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"Uncommon Item": 0,
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"Legendary Item": 0,
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"Boss Item": 0,
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"Lunar Item": 0,
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"Equipment": 0
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even_weights: Dict[str, int] = {
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"Item Scrap, Green": 1,
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"Item Scrap, Red": 1,
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"Item Scrap, Yellow": 1,
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"Item Scrap, White": 1,
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"Common Item": 1,
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"Uncommon Item": 1,
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"Legendary Item": 1,
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"Boss Item": 1,
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"Lunar Item": 1,
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"Equipment": 1
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}
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item_pool_weights: typing.Dict[int, typing.Dict[str, int]] = {
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0: default_weights,
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1: new_weights,
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2: uncommon_weights,
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3: legendary_weights,
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4: lunartic_weights,
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6: no_scraps_weights,
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7: even_weights,
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8: scraps_only
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scraps_only: Dict[str, int] = {
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"Item Scrap, Green": 70,
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"Item Scrap, White": 100,
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"Item Scrap, Red": 30,
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"Item Scrap, Yellow": 5,
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"Common Item": 0,
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"Uncommon Item": 0,
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"Legendary Item": 0,
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"Boss Item": 0,
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"Lunar Item": 0,
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"Equipment": 0
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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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item_pool_weights: Dict[int, Dict[str, int]] = {
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ItemWeights.option_default: default_weights,
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ItemWeights.option_new: new_weights,
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ItemWeights.option_uncommon: uncommon_weights,
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ItemWeights.option_legendary: legendary_weights,
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ItemWeights.option_lunartic: lunartic_weights,
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ItemWeights.option_chaos: chaos_weights,
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ItemWeights.option_no_scraps: no_scraps_weights,
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ItemWeights.option_even: even_weights,
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ItemWeights.option_scraps_only: scraps_only
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}
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lookup_id_to_name: Dict[int, str] = {id: name for name, id in item_table.items()}
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@ -1,19 +1,13 @@
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from typing import Dict
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from BaseClasses import Location
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import typing
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from .Options import TotalLocations
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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": None,
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}
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# 37006 - 37506
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item_pickups = {
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f"ItemPickup{i}": 37005+i for i in range(1, 501)
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item_pickups: Dict[str, int] = {
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f"ItemPickup{i+1}": 37000+i for i in range(TotalLocations.range_end)
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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 typing import Dict
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from Options import Option, DefaultOnToggle, Range, Choice
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@ -36,7 +36,8 @@ class AllowLunarItems(DefaultOnToggle):
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class StartWithRevive(DefaultOnToggle):
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"""Start the game with a `Dio's Best Friend` item."""
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display_name = "Start with a Revive"
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class FinalStageDeath(DefaultOnToggle):
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"""Death on the final boss stage counts as a win."""
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display_name = "Final Stage Death is Win"
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@ -124,7 +125,7 @@ class Equipment(Range):
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class ItemPoolPresetToggle(DefaultOnToggle):
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"""Will use the item weight presets when set to true, otherwise will use the custom set item pool weights."""
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display_name = "Item Weight Presets"
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display_name = "Use Item Weight Presets"
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class ItemWeights(Choice):
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@ -150,7 +151,7 @@ class ItemWeights(Choice):
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# define a dictionary for the weights of the generated item pool.
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ror2_weights: typing.Dict[str, type(Option)] = {
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ror2_weights: Dict[str, type(Option)] = {
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"green_scrap": GreenScrap,
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"red_scrap": RedScrap,
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"yellow_scrap": YellowScrap,
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"equipment": Equipment
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}
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ror2_options: typing.Dict[str, type(Option)] = {
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ror2_options: 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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@ -2,29 +2,32 @@ from BaseClasses import MultiWorld
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from worlds.generic.Rules import set_rule, add_rule
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def set_rules(world: MultiWorld, player: int):
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total_locations = world.total_locations[player] # total locations for current player
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def set_rules(world: MultiWorld, player: int) -> None:
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total_locations = world.total_locations[player].value # total locations for current player
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event_location_step = 25 # set an event location at these locations for "spheres"
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divisions = total_locations // event_location_step
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total_revivals = world.worlds[player].total_revivals # pulling this info we calculated in generate_basic
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if divisions:
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for i in range(1, divisions): # since divisions is the floor of total_locations / 25
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event_loc = world.get_location(f"Pickup{i * event_location_step}", player)
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set_rule(event_loc, lambda state, i=i: state.can_reach(f"ItemPickup{i * event_location_step - 1}", "Location", player))
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set_rule(event_loc,
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lambda state, i=i: state.can_reach(f"ItemPickup{i * event_location_step - 1}", "Location", player))
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for n in range(i * event_location_step, (i + 1) * event_location_step): # we want to create a rule for each of the 25 locations per division
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if n == i * event_location_step:
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set_rule(world.get_location(f"ItemPickup{n}", player), lambda state, event_item=event_loc.item.name: state.has(event_item, player))
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set_rule(world.get_location(f"ItemPickup{n}", player),
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lambda state, event_item=event_loc.item.name: state.has(event_item, player))
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else:
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set_rule(world.get_location(f"ItemPickup{n}", player),
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lambda state, n = n: state.can_reach(f"ItemPickup{n - 1}", 'Location', player))
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lambda state, n=n: state.can_reach(f"ItemPickup{n - 1}", "Location", player))
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for i in range(divisions * event_location_step, total_locations+1):
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set_rule(world.get_location(f"ItemPickup{i}", player), lambda state, i=i: state.can_reach(f"ItemPickup{i - 1}", "Location", player))
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set_rule(world.get_location(f"ItemPickup{i}", player),
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lambda state, i=i: state.can_reach(f"ItemPickup{i - 1}", "Location", player))
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set_rule(world.get_location("Victory", player),
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lambda state: state.can_reach(f"ItemPickup{total_locations}", "Location", player))
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if world.total_revivals[player] or world.start_with_revive[player]:
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total_revivals = world.total_revivals[player] * world.total_locations[player] // 100
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if total_revivals or world.start_with_revive[player].value:
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add_rule(world.get_location("Victory", player),
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lambda state: state.has("Dio's Best Friend", player, total_revivals + world.start_with_revive[player].value))
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lambda state: state.has("Dio's Best Friend", player,
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total_revivals + world.start_with_revive[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 typing import Dict, List
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from .Items import RiskOfRainItem, item_table, item_pool_weights
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from .Locations import location_table, RiskOfRainLocation, base_location_table
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from .Locations import RiskOfRainLocation, item_pickups
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from .Rules import set_rules
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from BaseClasses import Region, RegionType, Entrance, Item, ItemClassification, MultiWorld, Tutorial
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from .Options import ror2_options
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from .Options import ror2_options, ItemWeights
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from worlds.AutoWorld import World, WebWorld
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client_version = 1
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@ -32,34 +33,31 @@ class RiskOfRainWorld(World):
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topology_present = False
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item_name_to_id = item_table
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location_name_to_id = location_table
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location_name_to_id = item_pickups
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data_version = 3
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data_version = 4
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forced_auto_forfeit = True
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web = RiskOfWeb()
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total_revivals: int
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def generate_basic(self):
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def generate_early(self) -> None:
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# figure out how many revivals should exist in the pool
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self.total_revivals = int(self.world.total_revivals[self.player].value / 100 *
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self.world.total_locations[self.player].value)
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def generate_basic(self) -> None:
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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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# if presets are enabled generate junk_pool from the selected preset
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pool_option = self.world.item_weights[self.player].value
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if self.world.item_pool_presets[self.player].value:
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junk_pool: Dict[str, int] = {}
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if self.world.item_pool_presets[self.player]:
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# generate chaos weights if the preset is chosen
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if pool_option == 5:
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junk_pool = {
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"Item Scrap, Green": self.world.random.randint(0, 80),
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"Item Scrap, Red": self.world.random.randint(0, 45),
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"Item Scrap, Yellow": self.world.random.randint(0, 30),
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"Item Scrap, White": self.world.random.randint(0, 100),
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"Common Item": self.world.random.randint(0, 100),
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"Uncommon Item": self.world.random.randint(0, 70),
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"Legendary Item": self.world.random.randint(0, 30),
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"Boss Item": self.world.random.randint(0, 20),
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"Lunar Item": self.world.random.randint(0, 60),
|
||||
"Equipment": self.world.random.randint(0, 40)
|
||||
}
|
||||
if pool_option == ItemWeights.option_chaos:
|
||||
for name, max_value in item_pool_weights[pool_option].items():
|
||||
junk_pool[name] = self.world.random.randint(0, max_value)
|
||||
else:
|
||||
junk_pool = item_pool_weights[pool_option].copy()
|
||||
else: # generate junk pool from user created presets
|
||||
|
@ -77,37 +75,43 @@ class RiskOfRainWorld(World):
|
|||
}
|
||||
|
||||
# remove lunar items from the pool if they're disabled in the yaml unless lunartic is rolled
|
||||
if not self.world.enable_lunar[self.player]:
|
||||
if not pool_option == 4:
|
||||
junk_pool.pop("Lunar Item")
|
||||
if not (self.world.enable_lunar[self.player] or pool_option == ItemWeights.option_lunartic):
|
||||
junk_pool.pop("Lunar Item")
|
||||
|
||||
# Generate item pool
|
||||
itempool = []
|
||||
|
||||
itempool: List = []
|
||||
# Add revive items for the player
|
||||
itempool += ["Dio's Best Friend"] * int(self.world.total_revivals[self.player] / 100 * self.world.total_locations[self.player])
|
||||
itempool += ["Dio's Best Friend"] * self.total_revivals
|
||||
|
||||
# Fill remaining items with randomly generated junk
|
||||
itempool += self.world.random.choices(list(junk_pool.keys()), weights=list(junk_pool.values()),
|
||||
k=self.world.total_locations[self.player] -
|
||||
int(self.world.total_revivals[self.player] / 100 * self.world.total_locations[self.player]))
|
||||
k=self.world.total_locations[self.player].value - self.total_revivals)
|
||||
|
||||
# Convert itempool into real items
|
||||
itempool = list(map(lambda name: self.create_item(name), itempool))
|
||||
|
||||
self.world.itempool += itempool
|
||||
|
||||
def set_rules(self):
|
||||
def set_rules(self) -> None:
|
||||
set_rules(self.world, self.player)
|
||||
|
||||
def create_regions(self):
|
||||
create_regions(self.world, self.player)
|
||||
create_events(self.world, self.player, int(self.world.total_locations[self.player]))
|
||||
def create_regions(self) -> None:
|
||||
menu = create_region(self.world, self.player, "Menu")
|
||||
petrichor = create_region(self.world, self.player, "Petrichor V",
|
||||
[f"ItemPickup{i + 1}" for i in range(self.world.total_locations[self.player].value)])
|
||||
|
||||
connection = Entrance(self.player, "Lobby", menu)
|
||||
menu.exits.append(connection)
|
||||
connection.connect(petrichor)
|
||||
|
||||
self.world.regions += [menu, petrichor]
|
||||
|
||||
create_events(self.world, self.player)
|
||||
|
||||
def fill_slot_data(self):
|
||||
return {
|
||||
"itemPickupStep": self.world.item_pickup_step[self.player].value,
|
||||
"seed": "".join(self.world.slot_seeds[self.player].choice(string.digits) for i in range(16)),
|
||||
"seed": "".join(self.world.slot_seeds[self.player].choice(string.digits) for _ in range(16)),
|
||||
"totalLocations": self.world.total_locations[self.player].value,
|
||||
"totalRevivals": self.world.total_revivals[self.player].value,
|
||||
"startWithDio": self.world.start_with_revive[self.player].value,
|
||||
|
@ -116,49 +120,39 @@ class RiskOfRainWorld(World):
|
|||
|
||||
def create_item(self, name: str) -> Item:
|
||||
item_id = item_table[name]
|
||||
item = RiskOfRainItem(name, ItemClassification.filler, item_id, self.player)
|
||||
if name == "Dio's Best Friend":
|
||||
item.classification = ItemClassification.progression
|
||||
classification = ItemClassification.progression
|
||||
elif name in {"Equipment", "Legendary Item"}:
|
||||
item.classification = ItemClassification.useful
|
||||
classification = ItemClassification.useful
|
||||
else:
|
||||
classification = ItemClassification.filler
|
||||
item = RiskOfRainItem(name, classification, item_id, self.player)
|
||||
return item
|
||||
|
||||
|
||||
def create_events(world: MultiWorld, player: int, total_locations: int):
|
||||
def create_events(world: MultiWorld, player: int) -> None:
|
||||
total_locations = world.total_locations[player].value
|
||||
num_of_events = total_locations // 25
|
||||
if total_locations / 25 == num_of_events:
|
||||
num_of_events -= 1
|
||||
world_region = world.get_region("Petrichor V", player)
|
||||
|
||||
for i in range(num_of_events):
|
||||
event_loc = RiskOfRainLocation(player, f"Pickup{(i + 1) * 25}", None, world.get_region('Petrichor V', player))
|
||||
event_loc = RiskOfRainLocation(player, f"Pickup{(i + 1) * 25}", None, world_region)
|
||||
event_loc.place_locked_item(RiskOfRainItem(f"Pickup{(i + 1) * 25}", ItemClassification.progression, None, player))
|
||||
event_loc.access_rule(lambda state, i=i: state.can_reach(f"ItemPickup{((i + 1) * 25) - 1}", player))
|
||||
world.get_region('Petrichor V', player).locations.append(event_loc)
|
||||
world_region.locations.append(event_loc)
|
||||
|
||||
victory_event = RiskOfRainLocation(player, "Victory", None, world_region)
|
||||
victory_event.place_locked_item(RiskOfRainItem("Victory", ItemClassification.progression, None, player))
|
||||
world_region.locations.append(victory_event)
|
||||
|
||||
|
||||
# generate locations based on player setting
|
||||
def create_regions(world, player: int):
|
||||
world.regions += [
|
||||
create_region(world, player, 'Menu', None, ['Lobby']),
|
||||
create_region(world, player, 'Petrichor V',
|
||||
[location for location in base_location_table] +
|
||||
[f"ItemPickup{i}" for i in range(1, 1 + world.total_locations[player])])
|
||||
]
|
||||
|
||||
world.get_entrance("Lobby", player).connect(world.get_region("Petrichor V", player))
|
||||
world.get_location("Victory", player).place_locked_item(RiskOfRainItem("Victory", ItemClassification.progression,
|
||||
None, player))
|
||||
|
||||
|
||||
def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
|
||||
ret = Region(name, RegionType.Generic, name, player)
|
||||
ret.world = world
|
||||
def create_region(world: MultiWorld, player: int, name: str, locations: List[str] = None) -> Region:
|
||||
ret = Region(name, RegionType.Generic, name, player, world)
|
||||
if locations:
|
||||
for location in locations:
|
||||
loc_id = location_table[location]
|
||||
loc_id = item_pickups[location]
|
||||
location = RiskOfRainLocation(player, location, loc_id, ret)
|
||||
ret.locations.append(location)
|
||||
if exits:
|
||||
for exit in exits:
|
||||
ret.exits.append(Entrance(player, exit, ret))
|
||||
|
||||
return ret
|
||||
|
|
Loading…
Reference in New Issue