from typing import List from BaseClasses import Tutorial from worlds.AutoWorld import WebWorld, World from .Items import RLItem, RLItemData, event_item_table, get_items_by_category, item_table from .Locations import RLLocation, location_table from .Options import rl_options from .Presets import rl_options_presets from .Regions import create_regions from .Rules import set_rules class RLWeb(WebWorld): theme = "stone" tutorials = [Tutorial( "Multiworld Setup Guide", "A guide to setting up the Rogue Legacy Randomizer software on your computer. This guide covers single-player, " "multiworld, and related software.", "English", "rogue-legacy_en.md", "rogue-legacy/en", ["Phar"] )] bug_report_page = "https://github.com/ThePhar/RogueLegacyRandomizer/issues/new?assignees=&labels=bug&template=" \ "report-an-issue---.md&title=%5BIssue%5D" options_presets = rl_options_presets class RLWorld(World): """ Rogue Legacy is a genealogical rogue-"LITE" where anyone can be a hero. Each time you die, your child will succeed you. Every child is unique. One child might be colorblind, another might have vertigo-- they could even be a dwarf. But that's OK, because no one is perfect, and you don't have to be to succeed. """ game = "Rogue Legacy" option_definitions = rl_options topology_present = True data_version = 4 required_client_version = (0, 3, 5) web = RLWeb() item_name_to_id = {name: data.code for name, data in item_table.items()} location_name_to_id = {name: data.code for name, data in location_table.items()} # TODO: Replace calls to this function with "options-dict", once that PR is completed and merged. def get_setting(self, name: str): return getattr(self.multiworld, name)[self.player] def fill_slot_data(self) -> dict: return {option_name: self.get_setting(option_name).value for option_name in rl_options} def generate_early(self): # Check validation of names. additional_lady_names = len(self.get_setting("additional_lady_names").value) additional_sir_names = len(self.get_setting("additional_sir_names").value) if not self.get_setting("allow_default_names"): if additional_lady_names < int(self.get_setting("number_of_children")): raise Exception( f"allow_default_names is off, but not enough names are defined in additional_lady_names. " f"Expected {int(self.get_setting('number_of_children'))}, Got {additional_lady_names}") if additional_sir_names < int(self.get_setting("number_of_children")): raise Exception( f"allow_default_names is off, but not enough names are defined in additional_sir_names. " f"Expected {int(self.get_setting('number_of_children'))}, Got {additional_sir_names}") def create_items(self): item_pool: List[RLItem] = [] total_locations = len(self.multiworld.get_unfilled_locations(self.player)) for name, data in item_table.items(): quantity = data.max_quantity # Architect if name == "Architect": if self.get_setting("architect") == "disabled": continue if self.get_setting("architect") == "start_unlocked": self.multiworld.push_precollected(self.create_item(name)) continue if self.get_setting("architect") == "early": self.multiworld.local_early_items[self.player]["Architect"] = 1 # Blacksmith and Enchantress if name == "Blacksmith" or name == "Enchantress": if self.get_setting("vendors") == "start_unlocked": self.multiworld.push_precollected(self.create_item(name)) continue if self.get_setting("vendors") == "early": self.multiworld.local_early_items[self.player]["Blacksmith"] = 1 self.multiworld.local_early_items[self.player]["Enchantress"] = 1 # Haggling if name == "Haggling" and self.get_setting("disable_charon"): continue # Blueprints if data.category == "Blueprints": # No progressive blueprints if progressive_blueprints are disabled. if name == "Progressive Blueprints" and not self.get_setting("progressive_blueprints"): continue # No distinct blueprints if progressive_blueprints are enabled. elif name != "Progressive Blueprints" and self.get_setting("progressive_blueprints"): continue # Classes if data.category == "Classes": if name == "Progressive Knights": if "Knight" not in self.get_setting("available_classes"): continue if self.get_setting("starting_class") == "knight": quantity = 1 if name == "Progressive Mages": if "Mage" not in self.get_setting("available_classes"): continue if self.get_setting("starting_class") == "mage": quantity = 1 if name == "Progressive Barbarians": if "Barbarian" not in self.get_setting("available_classes"): continue if self.get_setting("starting_class") == "barbarian": quantity = 1 if name == "Progressive Knaves": if "Knave" not in self.get_setting("available_classes"): continue if self.get_setting("starting_class") == "knave": quantity = 1 if name == "Progressive Miners": if "Miner" not in self.get_setting("available_classes"): continue if self.get_setting("starting_class") == "miner": quantity = 1 if name == "Progressive Shinobis": if "Shinobi" not in self.get_setting("available_classes"): continue if self.get_setting("starting_class") == "shinobi": quantity = 1 if name == "Progressive Liches": if "Lich" not in self.get_setting("available_classes"): continue if self.get_setting("starting_class") == "lich": quantity = 1 if name == "Progressive Spellthieves": if "Spellthief" not in self.get_setting("available_classes"): continue if self.get_setting("starting_class") == "spellthief": quantity = 1 if name == "Dragons": if "Dragon" not in self.get_setting("available_classes"): continue if name == "Traitors": if "Traitor" not in self.get_setting("available_classes"): continue # Skills if name == "Health Up": quantity = self.get_setting("health_pool") elif name == "Mana Up": quantity = self.get_setting("mana_pool") elif name == "Attack Up": quantity = self.get_setting("attack_pool") elif name == "Magic Damage Up": quantity = self.get_setting("magic_damage_pool") elif name == "Armor Up": quantity = self.get_setting("armor_pool") elif name == "Equip Up": quantity = self.get_setting("equip_pool") elif name == "Crit Chance Up": quantity = self.get_setting("crit_chance_pool") elif name == "Crit Damage Up": quantity = self.get_setting("crit_damage_pool") # Ignore filler, it will be added in a later stage. if data.category == "Filler": continue item_pool += [self.create_item(name) for _ in range(0, quantity)] # Fill any empty locations with filler items. while len(item_pool) < total_locations: item_pool.append(self.create_item(self.get_filler_item_name())) self.multiworld.itempool += item_pool def get_filler_item_name(self) -> str: fillers = get_items_by_category("Filler") weights = [data.weight for data in fillers.values()] return self.multiworld.random.choices([filler for filler in fillers.keys()], weights, k=1)[0] def create_item(self, name: str) -> RLItem: data = item_table[name] return RLItem(name, data.classification, data.code, self.player) def create_event(self, name: str) -> RLItem: data = event_item_table[name] return RLItem(name, data.classification, data.code, self.player) def set_rules(self): set_rules(self.multiworld, self.player) def create_regions(self): create_regions(self.multiworld, self.player) self._place_events() def _place_events(self): # Fountain self.multiworld.get_location("Fountain Room", self.player).place_locked_item( self.create_event("Defeat The Fountain")) # Khidr / Neo Khidr if self.get_setting("khidr") == "vanilla": self.multiworld.get_location("Castle Hamson Boss Room", self.player).place_locked_item( self.create_event("Defeat Khidr")) else: self.multiworld.get_location("Castle Hamson Boss Room", self.player).place_locked_item( self.create_event("Defeat Neo Khidr")) # Alexander / Alexander IV if self.get_setting("alexander") == "vanilla": self.multiworld.get_location("Forest Abkhazia Boss Room", self.player).place_locked_item( self.create_event("Defeat Alexander")) else: self.multiworld.get_location("Forest Abkhazia Boss Room", self.player).place_locked_item( self.create_event("Defeat Alexander IV")) # Ponce de Leon / Ponce de Freon if self.get_setting("leon") == "vanilla": self.multiworld.get_location("The Maya Boss Room", self.player).place_locked_item( self.create_event("Defeat Ponce de Leon")) else: self.multiworld.get_location("The Maya Boss Room", self.player).place_locked_item( self.create_event("Defeat Ponce de Freon")) # Herodotus / Astrodotus if self.get_setting("herodotus") == "vanilla": self.multiworld.get_location("Land of Darkness Boss Room", self.player).place_locked_item( self.create_event("Defeat Herodotus")) else: self.multiworld.get_location("Land of Darkness Boss Room", self.player).place_locked_item( self.create_event("Defeat Astrodotus"))