262 lines
13 KiB
Python
262 lines
13 KiB
Python
import string
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from .items import RiskOfRainItem, item_table, item_pool_weights, offset, filler_table, environment_offset
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from .locations import RiskOfRainLocation, item_pickups, get_locations
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from .rules import set_rules
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from .ror2environments import environment_vanilla_table, environment_vanilla_orderedstages_table, \
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environment_sotv_orderedstages_table, environment_sotv_table, collapse_dict_list_vertical, shift_by_offset
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from BaseClasses import Item, ItemClassification, Tutorial
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from .options import ItemWeights, ROR2Options
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from worlds.AutoWorld import World, WebWorld
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from .regions import create_explore_regions, create_classic_regions
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from typing import List, Dict, Any
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class RiskOfWeb(WebWorld):
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tutorials = [Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up the Risk of Rain 2 integration for Archipelago multiworld games.",
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"English",
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"setup_en.md",
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"setup/en",
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["Ijwu", "Kindasneaki"]
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)]
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class RiskOfRainWorld(World):
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"""
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Escape a chaotic alien planet by fighting through hordes of frenzied monsters – with your friends, or on your own.
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Combine loot in surprising ways and master each character until you become the havoc you feared upon your
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first crash landing.
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"""
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game = "Risk of Rain 2"
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options_dataclass = ROR2Options
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options: ROR2Options
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topology_present = False
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item_name_to_id = {name: data.code for name, data in item_table.items()}
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item_name_groups = {
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"Stages": {name for name, data in item_table.items() if data.category == "Stage"},
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"Environments": {name for name, data in item_table.items() if data.category == "Environment"},
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"Upgrades": {name for name, data in item_table.items() if data.category == "Upgrade"},
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"Fillers": {name for name, data in item_table.items() if data.category == "Filler"},
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"Traps": {name for name, data in item_table.items() if data.category == "Trap"},
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}
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location_name_to_id = item_pickups
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data_version = 9
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required_client_version = (0, 4, 5)
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web = RiskOfWeb()
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total_revivals: int
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def generate_early(self) -> None:
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# figure out how many revivals should exist in the pool
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if self.options.goal == "classic":
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total_locations = self.options.total_locations.value
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else:
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total_locations = len(
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get_locations(
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chests=self.options.chests_per_stage.value,
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shrines=self.options.shrines_per_stage.value,
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scavengers=self.options.scavengers_per_stage.value,
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scanners=self.options.scanner_per_stage.value,
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altars=self.options.altars_per_stage.value,
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dlc_sotv=bool(self.options.dlc_sotv.value)
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)
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)
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self.total_revivals = int(self.options.total_revivals.value / 100 *
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total_locations)
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if self.options.start_with_revive:
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self.total_revivals -= 1
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if self.options.victory == "voidling" and not self.options.dlc_sotv:
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self.options.victory.value = self.options.victory.option_any
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def create_regions(self) -> None:
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if self.options.goal == "classic":
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# classic mode
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create_classic_regions(self)
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else:
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# explore mode
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create_explore_regions(self)
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self.create_events()
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def create_items(self) -> None:
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# shortcut for starting_inventory... The start_with_revive option lets you start with a Dio's Best Friend
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if self.options.start_with_revive:
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self.multiworld.push_precollected(self.multiworld.create_item("Dio's Best Friend", self.player))
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environments_pool = {}
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# only mess with the environments if they are set as items
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if self.options.goal == "explore":
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# check to see if the user doesn't want to use stages, and to figure out what type of stages are being used.
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if not self.options.require_stages:
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if not self.options.progressive_stages:
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self.multiworld.push_precollected(self.multiworld.create_item("Stage 1", self.player))
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self.multiworld.push_precollected(self.multiworld.create_item("Stage 2", self.player))
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self.multiworld.push_precollected(self.multiworld.create_item("Stage 3", self.player))
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self.multiworld.push_precollected(self.multiworld.create_item("Stage 4", self.player))
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else:
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for _ in range(4):
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self.multiworld.push_precollected(self.multiworld.create_item("Progressive Stage", self.player))
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# figure out all available ordered stages for each tier
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environment_available_orderedstages_table = environment_vanilla_orderedstages_table
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if self.options.dlc_sotv:
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environment_available_orderedstages_table = \
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collapse_dict_list_vertical(environment_available_orderedstages_table,
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environment_sotv_orderedstages_table)
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environments_pool = shift_by_offset(environment_vanilla_table, environment_offset)
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if self.options.dlc_sotv:
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environment_offset_table = shift_by_offset(environment_sotv_table, environment_offset)
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environments_pool = {**environments_pool, **environment_offset_table}
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# percollect starting environment for stage 1
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unlock = self.random.choices(list(environment_available_orderedstages_table[0].keys()), k=1)
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self.multiworld.push_precollected(self.create_item(unlock[0]))
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environments_pool.pop(unlock[0])
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# Generate item pool
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itempool: List[str] = ["Beads of Fealty", "Radar Scanner"]
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# Add revive items for the player
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itempool += ["Dio's Best Friend"] * self.total_revivals
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for env_name, _ in environments_pool.items():
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itempool += [env_name]
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if self.options.goal == "classic":
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# classic mode
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total_locations = self.options.total_locations.value
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else:
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# explore mode
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# Add Stage items to the pool
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if self.options.require_stages:
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itempool += ["Stage 1", "Stage 2", "Stage 3", "Stage 4"] if not self.options.progressive_stages else \
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["Progressive Stage"] * 4
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total_locations = len(
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get_locations(
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chests=self.options.chests_per_stage.value,
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shrines=self.options.shrines_per_stage.value,
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scavengers=self.options.scavengers_per_stage.value,
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scanners=self.options.scanner_per_stage.value,
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altars=self.options.altars_per_stage.value,
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dlc_sotv=bool(self.options.dlc_sotv.value)
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)
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)
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# Create junk items
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junk_pool = self.create_junk_pool()
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# Fill remaining items with randomly generated junk
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filler = self.random.choices(*zip(*junk_pool.items()), k=total_locations - len(itempool))
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itempool.extend(filler)
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# Convert itempool into real items
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self.multiworld.itempool += map(self.create_item, itempool)
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def create_junk_pool(self) -> Dict[str, int]:
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# if presets are enabled generate junk_pool from the selected preset
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pool_option = self.options.item_weights.value
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junk_pool: Dict[str, int] = {}
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if self.options.item_pool_presets:
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# generate chaos weights if the preset is chosen
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if pool_option == ItemWeights.option_chaos:
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for name, max_value in item_pool_weights[pool_option].items():
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junk_pool[name] = self.random.randint(0, max_value)
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else:
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junk_pool = item_pool_weights[pool_option].copy()
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else: # generate junk pool from user created presets
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junk_pool = {
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"Item Scrap, Green": self.options.green_scrap.value,
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"Item Scrap, Red": self.options.red_scrap.value,
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"Item Scrap, Yellow": self.options.yellow_scrap.value,
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"Item Scrap, White": self.options.white_scrap.value,
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"Common Item": self.options.common_item.value,
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"Uncommon Item": self.options.uncommon_item.value,
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"Legendary Item": self.options.legendary_item.value,
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"Boss Item": self.options.boss_item.value,
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"Lunar Item": self.options.lunar_item.value,
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"Void Item": self.options.void_item.value,
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"Equipment": self.options.equipment.value,
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"Money": self.options.money.value,
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"Lunar Coin": self.options.lunar_coin.value,
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"1000 Exp": self.options.experience.value,
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"Mountain Trap": self.options.mountain_trap.value,
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"Time Warp Trap": self.options.time_warp_trap.value,
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"Combat Trap": self.options.combat_trap.value,
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"Teleport Trap": self.options.teleport_trap.value,
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}
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# remove trap items from the pool (excluding lunar items)
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if not self.options.enable_trap:
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junk_pool.pop("Mountain Trap")
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junk_pool.pop("Time Warp Trap")
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junk_pool.pop("Combat Trap")
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junk_pool.pop("Teleport Trap")
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# remove lunar items from the pool
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if not (self.options.enable_lunar or pool_option == ItemWeights.option_lunartic):
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junk_pool.pop("Lunar Item")
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# remove void items from the pool
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if not (self.options.dlc_sotv or pool_option == ItemWeights.option_void):
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junk_pool.pop("Void Item")
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return junk_pool
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def create_item(self, name: str) -> Item:
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data = item_table[name]
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return RiskOfRainItem(name, data.item_type, data.code, self.player)
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def set_rules(self) -> None:
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set_rules(self)
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def get_filler_item_name(self) -> str:
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weights = [data.weight for data in filler_table.values()]
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filler = self.multiworld.random.choices([filler for filler in filler_table.keys()], weights,
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k=1)[0]
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return filler
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def fill_slot_data(self) -> Dict[str, Any]:
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options_dict = self.options.as_dict("item_pickup_step", "shrine_use_step", "goal", "victory", "total_locations",
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"chests_per_stage", "shrines_per_stage", "scavengers_per_stage",
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"scanner_per_stage", "altars_per_stage", "total_revivals",
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"start_with_revive", "final_stage_death", "death_link", "require_stages",
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"progressive_stages", casing="camel")
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return {
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**options_dict,
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"seed": "".join(self.random.choice(string.digits) for _ in range(16)),
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"offset": offset
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}
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def create_events(self) -> None:
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total_locations = self.options.total_locations.value
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num_of_events = total_locations // 25
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if total_locations / 25 == num_of_events:
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num_of_events -= 1
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world_region = self.multiworld.get_region("Petrichor V", self.player)
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if self.options.goal == "classic":
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# classic mode
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# only setup Pickups when using classic_mode
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for i in range(num_of_events):
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event_loc = RiskOfRainLocation(self.player, f"Pickup{(i + 1) * 25}", None, world_region)
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event_loc.place_locked_item(
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RiskOfRainItem(f"Pickup{(i + 1) * 25}", ItemClassification.progression, None,
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self.player))
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event_loc.access_rule = \
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lambda state, i=i: state.can_reach(f"ItemPickup{((i + 1) * 25) - 1}", "Location", self.player)
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world_region.locations.append(event_loc)
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else:
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# explore mode
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event_region = self.multiworld.get_region("OrderedStage_5", self.player)
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event_loc = RiskOfRainLocation(self.player, "Stage 5", None, event_region)
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event_loc.place_locked_item(RiskOfRainItem("Stage 5", ItemClassification.progression, None, self.player))
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event_loc.show_in_spoiler = False
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event_region.locations.append(event_loc)
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event_loc.access_rule = lambda state: state.has("Sky Meadow", self.player)
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victory_region = self.multiworld.get_region("Victory", self.player)
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victory_event = RiskOfRainLocation(self.player, "Victory", None, victory_region)
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victory_event.place_locked_item(RiskOfRainItem("Victory", ItemClassification.progression, None, self.player))
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victory_region.locations.append(victory_event)
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