Archipelago/worlds/hk/__init__.py

121 lines
3.9 KiB
Python

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 BaseClasses import Region, Entrance, Location, MultiWorld, Item
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
def gen_hollow(world: MultiWorld, player: int):
link_regions(world, player)
gen_items(world, player)
set_rules(world, player)
def link_regions(world: MultiWorld, player: int):
world.get_entrance('Hollow Nest S&Q', player).connect(world.get_region('Hollow Nest', player))
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",
}
def gen_items(world: MultiWorld, player: int):
pool = []
for item_name, item_data in item_table.items():
item = HKItem(item_name, item_data.advancement, item_data.id, item_data.type, player=player)
if item_data.type == "Event":
event_location = world.get_location(item_name, player)
world.push_item(event_location, item, collect=False)
event_location.event = True
event_location.locked = True
if item.name == "King's_Pass":
world.push_precollected(item)
elif item_data.type == "Cursed":
if world.CURSED[player]:
pool.append(item)
else:
# fill Focus Location with Focus and add it to start inventory as well.
event_location = world.get_location(item_name, player)
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 = world.get_location(item_name, player)
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(world, target)
if shuffle_it[player]:
pool.append(item)
else:
location = world.get_location(item_name, player)
world.push_item(location, item, collect=False)
location.event = item.advancement
location.locked = True
logger.debug(f"Placed {item_name} to vanilla for player {player}")
world.itempool += pool