import typing from BaseClasses import Item, MultiWorld from .Items import LegacyItem, ItemData, item_table, vendors_table, static_classes_table, progressive_classes_table, \ skill_unlocks_table, blueprints_table, runes_table, misc_items_table from .Locations import LegacyLocation, location_table, base_location_table from .Options import legacy_options from .Regions import create_regions from .Rules import set_rules from .Names import ItemName from ..AutoWorld import World class LegacyWorld(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: str = "Rogue Legacy" options = legacy_options topology_present = False data_version = 1 item_name_to_id = {name: data.code for name, data in item_table.items()} location_name_to_id = location_table def _get_slot_data(self): return { "starting_gender": self.world.starting_gender[self.player], "starting_class": self.world.starting_class[self.player], "new_game_plus": self.world.new_game_plus[self.player], "fairy_chests_per_zone": self.world.fairy_chests_per_zone[self.player], "chests_per_zone": self.world.chests_per_zone[self.player], "vendors": self.world.vendors[self.player], "disable_charon": self.world.disable_charon[self.player], "require_purchasing": self.world.require_purchasing[self.player], "gold_gain_multiplier": self.world.gold_gain_multiplier[self.player], "number_of_children": self.world.number_of_children[self.player], "death_link": self.world.death_link[self.player], } def _create_items(self, name: str): data = item_table[name] return [self.create_item(name)] * data.quantity def fill_slot_data(self) -> dict: slot_data = self._get_slot_data() for option_name in legacy_options: option = getattr(self.world, option_name)[self.player] slot_data[option_name] = option.value return slot_data def generate_basic(self): itempool: typing.List[LegacyItem] = [] total_required_locations = 61 + (self.world.chests_per_zone[self.player] * 4) + (self.world.fairy_chests_per_zone[self.player] * 4) # Fill item pool with all required items for item in {**skill_unlocks_table, **blueprints_table, **runes_table}: # if Haggling, do not add if Disable Charon. if item == ItemName.haggling and self.world.disable_charon[self.player] == 1: continue itempool += self._create_items(item) # Add specific classes into the pool. Eventually, will be able to shuffle the starting ones, but until then... itempool += [ self.create_item(ItemName.paladin), self.create_item(ItemName.archmage), self.create_item(ItemName.barbarian_king), self.create_item(ItemName.assassin), self.create_item(ItemName.dragon), self.create_item(ItemName.traitor), *self._create_items(ItemName.progressive_shinobi), *self._create_items(ItemName.progressive_miner), *self._create_items(ItemName.progressive_lich), *self._create_items(ItemName.progressive_spellthief), ] # Check if we need to start with these vendors or put them in the pool. if self.world.vendors[self.player] == "start_unlocked": self.world.push_precollected(self.world.create_item(ItemName.blacksmith, self.player)) self.world.push_precollected(self.world.create_item(ItemName.enchantress, self.player)) else: itempool += [self.create_item(ItemName.blacksmith), self.create_item(ItemName.enchantress)] # Add Arcitect. itempool += [self.create_item(ItemName.architect)] # Fill item pool with the remaining for _ in range(len(itempool), total_required_locations): item = self.world.random.choice(list(misc_items_table.keys())) itempool += [self.create_item(item)] self.world.itempool += itempool def create_regions(self): create_regions(self.world, self.player) def create_item(self, name: str) -> Item: data = item_table[name] return LegacyItem(name, data.progression, data.code, self.player) def set_rules(self): set_rules(self.world, self.player)