122 lines
3.9 KiB
Python
122 lines
3.9 KiB
Python
import logging
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logger = logging.getLogger("Hollow Knight")
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from .Locations import lookup_name_to_id
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from .Items import item_table
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from .Regions import create_regions
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from .Rules import set_rules
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from BaseClasses import Region, Entrance, Location, MultiWorld, Item
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def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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ret = Region(name, None, name, player)
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ret.world = world
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if locations:
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for location in locations:
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loc_id = lookup_name_to_id.get(location, 0)
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location = HKLocation(player, location, loc_id, ret)
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ret.locations.append(location)
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if exits:
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for exit in exits:
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ret.exits.append(Entrance(player, exit, ret))
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return ret
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class HKLocation(Location):
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game: str = "Hollow Knight"
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def __init__(self, player: int, name: str, address=None, parent=None):
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super(HKLocation, self).__init__(player, name, address, parent)
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class HKItem(Item):
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game = "Hollow Knight"
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def __init__(self, name, advancement, code, type, player: int = None):
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super(HKItem, self).__init__(name, advancement, code, player)
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self.type = type
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def gen_hollow(world: MultiWorld, player: int):
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link_regions(world, player)
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gen_items(world, player)
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set_rules(world, player)
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def link_regions(world: MultiWorld, player: int):
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world.get_entrance('Hollow Nest S&Q', player).connect(world.get_region('Hollow Nest', player))
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not_shufflable_types = {"Essence_Boss"}
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option_to_type_lookup = {
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"Root": "RandomizeWhisperingRoots",
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"Dreamer": "RandomizeDreamers",
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"Geo": "RandomizeGeoChests",
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"Skill": "RandomizeSkills",
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"Map": "RandomizeMaps",
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"Relic": "RandomizeRelics",
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"Charm": "RandomizeCharms",
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"Notch": "RandomizeCharmNotches",
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"Key": "RandomizeKeys",
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"Stag": "RandomizeStags",
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"Flame": "RandomizeFlames",
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"Grub": "RandomizeGrubs",
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"Cocoon": "RandomizeLifebloodCocoons",
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"Mask": "RandomizeMaskShards",
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"Ore": "RandomizePaleOre",
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"Egg": "RandomizeRancidEggs",
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"Vessel": "RandomizeVesselFragments",
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}
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def gen_items(world: MultiWorld, player: int):
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pool = []
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for item_name, item_data in item_table.items():
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item = HKItem(item_name, item_data.advancement, item_data.id, item_data.type, player=player)
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if item_data.type == "Event":
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event_location = world.get_location(item_name, player)
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world.push_item(event_location, item)
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event_location.event = True
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event_location.locked = True
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if item.name == "King's_Pass":
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world.push_precollected(item)
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elif item_data.type == "Cursed":
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if world.CURSED[player]:
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pool.append(item)
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else:
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# fill Focus Location with Focus and add it to start inventory as well.
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event_location = world.get_location(item_name, player)
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world.push_item(event_location, item)
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event_location.event = True
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event_location.locked = True
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world.push_precollected(item)
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elif item_data.type == "Fake":
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pass
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elif item_data.type in not_shufflable_types:
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location = world.get_location(item_name, player)
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world.push_item(location, item)
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location.event = item.advancement
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location.locked = True
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else:
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target = option_to_type_lookup[item.type]
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shuffle_it = getattr(world, target)
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if shuffle_it[player]:
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pool.append(item)
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else:
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location = world.get_location(item_name, player)
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world.push_item(location, item)
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location.event = item.advancement
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location.locked = True
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logger.debug(f"Placed {item_name} to vanilla for player {player}")
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world.itempool += pool
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