import logging logger = logging.getLogger("Hollow Knight") from .Locations import lookup_name_to_id from .Items import item_table from .Regions import create_regions from .Rules import set_rules from .Options import hollow_knight_options from BaseClasses import Region, Entrance, Location, MultiWorld, Item from ..AutoWorld import World class HKWorld(World): game: str = "Hollow Knight" options = hollow_knight_options def generate_basic(self): # Link regions self.world.get_entrance('Hollow Nest S&Q', self.player).connect(self.world.get_region('Hollow Nest', self.player)) # Generate item pool pool = [] for item_name, item_data in item_table.items(): item = HKItem(item_name, item_data.advancement, item_data.id, item_data.type, player=self.player) if item_data.type == "Event": event_location = self.world.get_location(item_name, self.player) self.world.push_item(event_location, item, collect=False) event_location.event = True event_location.locked = True if item.name == "King's_Pass": self.world.push_precollected(item) elif item_data.type == "Cursed": if self.world.CURSED[self.player]: pool.append(item) else: # fill Focus Location with Focus and add it to start inventory as well. event_location = self.world.get_location(item_name, self.player) self.world.push_item(event_location, item) event_location.event = True event_location.locked = True elif item_data.type == "Fake": pass elif item_data.type in not_shufflable_types: location = self.world.get_location(item_name, self.player) self.world.push_item(location, item, collect=False) location.event = item.advancement location.locked = True else: target = option_to_type_lookup[item.type] shuffle_it = getattr(self.world, target) if shuffle_it[self.player]: pool.append(item) else: location = self.world.get_location(item_name, self.player) self.world.push_item(location, item, collect=False) location.event = item.advancement location.locked = True logger.debug(f"Placed {item_name} to vanilla for player {self.player}") self.world.itempool += pool def set_rules(self): set_rules(self.world, self.player) def create_regions(self): create_regions(self.world, self.player) def generate_output(self): pass # Hollow Knight needs no output files def fill_slot_data(self): slot_data = {} for option_name in self.options: option = getattr(self.world, option_name)[self.player] slot_data[option_name] = int(option.value) return slot_data 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 = lookup_name_to_id.get(location, 0) location = HKLocation(player, location, loc_id, ret) ret.locations.append(location) if exits: for exit in exits: ret.exits.append(Entrance(player, exit, ret)) return ret class HKLocation(Location): game: str = "Hollow Knight" def __init__(self, player: int, name: str, address=None, parent=None): super(HKLocation, self).__init__(player, name, address, parent) class HKItem(Item): game = "Hollow Knight" def __init__(self, name, advancement, code, type, player: int = None): super(HKItem, self).__init__(name, advancement, code, player) self.type = type not_shufflable_types = {"Essence_Boss"} option_to_type_lookup = { "Root": "RandomizeWhisperingRoots", "Dreamer": "RandomizeDreamers", "Geo": "RandomizeGeoChests", "Skill": "RandomizeSkills", "Map": "RandomizeMaps", "Relic": "RandomizeRelics", "Charm": "RandomizeCharms", "Notch": "RandomizeCharmNotches", "Key": "RandomizeKeys", "Stag": "RandomizeStags", "Flame": "RandomizeFlames", "Grub": "RandomizeGrubs", "Cocoon": "RandomizeLifebloodCocoons", "Mask": "RandomizeMaskShards", "Ore": "RandomizePaleOre", "Egg": "RandomizeRancidEggs", "Vessel": "RandomizeVesselFragments", }