import string from .Items import RiskOfRainItem, item_table, item_pool_weights from .Locations import location_table, RiskOfRainLocation, base_location_table from .Rules import set_rules from BaseClasses import Region, Entrance, Item, MultiWorld from .Options import ror2_options from ..AutoWorld import World client_version = 1 class RiskOfRainWorld(World): """ Escape a chaotic alien planet by fighting through hordes of frenzied monsters – with your friends, or on your own. Combine loot in surprising ways and master each character until you become the havoc you feared upon your first crash landing. """ game: str = "Risk of Rain 2" options = ror2_options topology_present = False item_name_to_id = item_table location_name_to_id = location_table data_version = 2 forced_auto_forfeit = True def generate_basic(self): # shortcut for starting_inventory... The start_with_revive option lets you start with a Dio's Best Friend if self.world.start_with_revive[self.player].value: self.world.push_precollected(self.world.create_item("Dio's Best Friend", self.player)) # if presets are enabled generate junk_pool from the selected preset pool_option = self.world.item_weights[self.player].value if self.world.item_pool_presets[self.player].value: # generate chaos weights if the preset is chosen if pool_option == 5: junk_pool = { "Item Scrap, Green": self.world.random.randint(0, 80), "Item Scrap, Red": self.world.random.randint(0, 45), "Item Scrap, Yellow": self.world.random.randint(0, 30), "Item Scrap, White": self.world.random.randint(0, 100), "Common Item": self.world.random.randint(0, 100), "Uncommon Item": self.world.random.randint(0, 70), "Legendary Item": self.world.random.randint(0, 30), "Boss Item": self.world.random.randint(0, 20), "Lunar Item": self.world.random.randint(0, 60), "Equipment": self.world.random.randint(0, 40) } else: junk_pool = item_pool_weights[pool_option].copy() else: # generate junk pool from user created presets junk_pool = { "Item Scrap, Green": self.world.green_scrap[self.player].value, "Item Scrap, Red": self.world.red_scrap[self.player].value, "Item Scrap, Yellow": self.world.yellow_scrap[self.player].value, "Item Scrap, White": self.world.white_scrap[self.player].value, "Common Item": self.world.common_item[self.player].value, "Uncommon Item": self.world.uncommon_item[self.player].value, "Legendary Item": self.world.legendary_item[self.player].value, "Boss Item": self.world.boss_item[self.player].value, "Lunar Item": self.world.lunar_item[self.player].value, "Equipment": self.world.equipment[self.player].value } # 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") # Generate item pool itempool = [] # Add revive items for the player itempool += ["Dio's Best Friend"] * self.world.total_revivals[self.player] # 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] - self.world.total_revivals[self.player]) # Convert itempool into real items itempool = list(map(lambda name: self.create_item(name), itempool)) self.world.itempool += itempool def set_rules(self): set_rules(self.world, self.player) def create_regions(self): create_regions(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)), "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 } def create_item(self, name: str) -> Item: item_id = item_table[name] item = RiskOfRainItem(name, True, item_id, self.player) return item # 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("Level One", player).place_locked_item(RiskOfRainItem("Beat Level One", True, None, player)) world.get_location("Level Two", player).place_locked_item(RiskOfRainItem("Beat Level Two", True, None, player)) world.get_location("Level Three", player).place_locked_item(RiskOfRainItem("Beat Level Three", True, None, player)) world.get_location("Level Four", player).place_locked_item(RiskOfRainItem("Beat Level Four", True, None, player)) world.get_location("Level Five", player).place_locked_item(RiskOfRainItem("Beat Level Five", True, None, player)) world.get_location("Victory", player).place_locked_item(RiskOfRainItem("Victory", True, None, player)) def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None): ret = Region(name, None, name, player) ret.world = world if locations: for location in locations: loc_id = location_table[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