import typing from BaseClasses import Item, ItemClassification, Tutorial 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, WebWorld class LegacyWeb(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"] )] 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 = 3 required_client_version = (0, 2, 3) web = LegacyWeb() 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], "universal_fairy_chests": self.world.universal_fairy_chests[self.player], "universal_chests": self.world.universal_chests[self.player], "vendors": self.world.vendors[self.player], "architect_fee": self.world.architect_fee[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], "khidr": self.world.khidr[self.player], "alexander": self.world.alexander[self.player], "leon": self.world.leon[self.player], "herodotus": self.world.herodotus[self.player], "allow_default_names": self.world.allow_default_names[self.player], "additional_sir_names": self.world.additional_sir_names[self.player], "additional_lady_names": self.world.additional_lady_names[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 = 64 + (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, **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) # Blueprints if self.world.progressive_blueprints[self.player]: itempool += [self.create_item(ItemName.progressive_blueprints)] * 15 else: for item in blueprints_table: itempool += self._create_items(item) # Check Pool settings to add a certain amount of these items. itempool += [self.create_item(ItemName.health)] * int(self.world.health_pool[self.player]) itempool += [self.create_item(ItemName.mana)] * int(self.world.mana_pool[self.player]) itempool += [self.create_item(ItemName.attack)] * int(self.world.attack_pool[self.player]) itempool += [self.create_item(ItemName.magic_damage)] * int(self.world.magic_damage_pool[self.player]) itempool += [self.create_item(ItemName.armor)] * int(self.world.armor_pool[self.player]) itempool += [self.create_item(ItemName.equip)] * int(self.world.equip_pool[self.player]) itempool += [self.create_item(ItemName.crit_chance)] * int(self.world.crit_chance_pool[self.player]) itempool += [self.create_item(ItemName.crit_damage)] * int(self.world.crit_damage_pool[self.player]) classes = self.world.available_classes[self.player] if "Dragon" in classes: itempool.append(self.create_item(ItemName.dragon)) if "Traitor" in classes: itempool.append(self.create_item(ItemName.traitor)) if self.world.starting_class[self.player] == "knight": itempool.append(self.create_item(ItemName.progressive_knight)) elif "Knight" in classes: itempool.extend(self._create_items(ItemName.progressive_knight)) if self.world.starting_class[self.player] == "mage": itempool.append(self.create_item(ItemName.progressive_mage)) elif "Mage" in classes: itempool.extend(self._create_items(ItemName.progressive_mage)) if self.world.starting_class[self.player] == "barbarian": itempool.append(self.create_item(ItemName.progressive_barbarian)) elif "Barbarian" in classes: itempool.extend(self._create_items(ItemName.progressive_barbarian)) if self.world.starting_class[self.player] == "knave": itempool.append(self.create_item(ItemName.progressive_knave)) elif "Knave" in classes: itempool.extend(self._create_items(ItemName.progressive_knave)) if self.world.starting_class[self.player] == "shinobi": itempool.append(self.create_item(ItemName.progressive_shinobi)) elif "Shinobi" in classes: itempool.extend(self._create_items(ItemName.progressive_shinobi)) if self.world.starting_class[self.player] == "miner": itempool.append(self.create_item(ItemName.progressive_miner)) elif "Miner" in classes: itempool.extend(self._create_items(ItemName.progressive_miner)) if self.world.starting_class[self.player] == "lich": itempool.append(self.create_item(ItemName.progressive_lich)) elif "Lich" in classes: itempool.extend(self._create_items(ItemName.progressive_lich)) if self.world.starting_class[self.player] == "spellthief": itempool.append(self.create_item(ItemName.progressive_spellthief)) elif "Spellthief" in classes: itempool.extend(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 Architect. if self.world.architect[self.player] == "start_unlocked": self.world.push_precollected(self.world.create_item(ItemName.architect, self.player)) elif self.world.architect[self.player] != "disabled": 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 get_filler_item_name(self) -> str: return self.world.random.choice(list(misc_items_table.keys())) def create_regions(self): create_regions(self.world, self.player) def create_item(self, name: str) -> Item: data = item_table[name] return LegacyItem(name, ItemClassification.progression if data.progression else ItemClassification.filler, data.code, self.player) def set_rules(self): set_rules(self.world, self.player)