import string from typing import Dict, List from .Items import RiskOfRainItem, item_table, item_pool_weights from .Locations import RiskOfRainLocation, item_pickups from .Rules import set_rules from BaseClasses import Region, RegionType, Entrance, Item, ItemClassification, MultiWorld, Tutorial from .Options import ror2_options, ItemWeights from worlds.AutoWorld import World, WebWorld client_version = 1 class RiskOfWeb(WebWorld): tutorials = [Tutorial( "Multiworld Setup Guide", "A guide to setting up the Risk of Rain 2 integration for Archipelago multiworld games.", "English", "setup_en.md", "setup/en", ["Ijwu"] )] 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" option_definitions = ror2_options topology_present = False item_name_to_id = item_table location_name_to_id = item_pickups data_version = 4 forced_auto_forfeit = True web = RiskOfWeb() total_revivals: int def generate_early(self) -> None: # figure out how many revivals should exist in the pool self.total_revivals = int(self.world.total_revivals[self.player].value / 100 * self.world.total_locations[self.player].value) def generate_basic(self) -> None: # 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 junk_pool: Dict[str, int] = {} if self.world.item_pool_presets[self.player]: # generate chaos weights if the preset is chosen 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 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] or pool_option == ItemWeights.option_lunartic): junk_pool.pop("Lunar Item") # Generate item pool itempool: List = [] # Add revive items for the 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].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) -> None: set_rules(self.world, 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 _ 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, "FinalStageDeath": self.world.final_stage_death[self.player].value } def create_item(self, name: str) -> Item: item_id = item_table[name] if name == "Dio's Best Friend": classification = ItemClassification.progression elif name in {"Equipment", "Legendary Item"}: classification = ItemClassification.useful else: classification = ItemClassification.filler item = RiskOfRainItem(name, classification, item_id, self.player) return item 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_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_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) 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 = item_pickups[location] location = RiskOfRainLocation(player, location, loc_id, ret) ret.locations.append(location) return ret