173 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			173 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			Python
		
	
	
	
import typing
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from BaseClasses import Item, MultiWorld, Tutorial
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from .Items import LegacyItem, ItemData, item_table, vendors_table, static_classes_table, progressive_classes_table, \
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    skill_unlocks_table, blueprints_table, runes_table, misc_items_table
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from .Locations import LegacyLocation, location_table, base_location_table
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from .Options import legacy_options
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from .Regions import create_regions
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from .Rules import set_rules
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from .Names import ItemName
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from ..AutoWorld import World, WebWorld
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class LegacyWeb(WebWorld):
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    tutorials = [Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to setting up the Rogue Legacy Randomizer software on your computer. This guide covers single-player, multiworld, and related software.",
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        "English",
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        "rogue-legacy_en.md",
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        "rogue-legacy/en",
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        ["Phar"]
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    )]
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class LegacyWorld(World):
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    """
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    Rogue Legacy is a genealogical rogue-"LITE" where anyone can be a hero. Each time you die, your child will succeed
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    you. Every child is unique. One child might be colorblind, another might have vertigo-- they could even be a dwarf.
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    But that's OK, because no one is perfect, and you don't have to be to succeed.
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    """
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    game: str = "Rogue Legacy"
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    options = legacy_options
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    topology_present = False
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    data_version = 3
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    required_client_version = (0, 2, 3)
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    web = LegacyWeb()
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    item_name_to_id = {name: data.code for name, data in item_table.items()}
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    location_name_to_id = location_table
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    def _get_slot_data(self):
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        return {
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            "starting_gender": self.world.starting_gender[self.player],
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            "starting_class": self.world.starting_class[self.player],
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            "new_game_plus": self.world.new_game_plus[self.player],
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            "fairy_chests_per_zone": self.world.fairy_chests_per_zone[self.player],
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            "chests_per_zone": self.world.chests_per_zone[self.player],
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            "universal_fairy_chests": self.world.universal_fairy_chests[self.player],
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            "universal_chests": self.world.universal_chests[self.player],
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            "vendors": self.world.vendors[self.player],
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            "architect_fee": self.world.architect_fee[self.player],
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            "disable_charon": self.world.disable_charon[self.player],
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            "require_purchasing": self.world.require_purchasing[self.player],
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            "gold_gain_multiplier": self.world.gold_gain_multiplier[self.player],
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            "number_of_children": self.world.number_of_children[self.player],
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            "khidr": self.world.khidr[self.player],
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            "alexander": self.world.alexander[self.player],
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            "leon": self.world.leon[self.player],
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            "herodotus": self.world.herodotus[self.player],
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            "allow_default_names": self.world.allow_default_names[self.player],
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            "additional_sir_names": self.world.additional_sir_names[self.player],
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            "additional_lady_names": self.world.additional_lady_names[self.player],
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            "death_link": self.world.death_link[self.player],
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        }
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    def _create_items(self, name: str):
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        data = item_table[name]
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        return [self.create_item(name)] * data.quantity
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    def fill_slot_data(self) -> dict:
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        slot_data = self._get_slot_data()
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        for option_name in legacy_options:
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            option = getattr(self.world, option_name)[self.player]
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            slot_data[option_name] = option.value
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        return slot_data
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    def generate_basic(self):
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        itempool: typing.List[LegacyItem] = []
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        total_required_locations = 64 + (self.world.chests_per_zone[self.player] * 4) + (self.world.fairy_chests_per_zone[self.player] * 4)
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        # Fill item pool with all required items
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        for item in {**skill_unlocks_table, **runes_table}:
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            # if Haggling, do not add if Disable Charon.
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            if item == ItemName.haggling and self.world.disable_charon[self.player] == 1:
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                continue
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            itempool += self._create_items(item)
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        # Blueprints
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        if self.world.progressive_blueprints[self.player]:
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            itempool += [self.create_item(ItemName.progressive_blueprints)] * 15
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        else:
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            for item in blueprints_table:
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                itempool += self._create_items(item)
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        # Check Pool settings to add a certain amount of these items.
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        itempool += [self.create_item(ItemName.health)] * int(self.world.health_pool[self.player])
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        itempool += [self.create_item(ItemName.mana)] * int(self.world.mana_pool[self.player])
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        itempool += [self.create_item(ItemName.attack)] * int(self.world.attack_pool[self.player])
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        itempool += [self.create_item(ItemName.magic_damage)] * int(self.world.magic_damage_pool[self.player])
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        itempool += [self.create_item(ItemName.armor)] * int(self.world.armor_pool[self.player])
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        itempool += [self.create_item(ItemName.equip)] * int(self.world.equip_pool[self.player])
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        itempool += [self.create_item(ItemName.crit_chance)] * int(self.world.crit_chance_pool[self.player])
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        itempool += [self.create_item(ItemName.crit_damage)] * int(self.world.crit_damage_pool[self.player])
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        classes = self.world.available_classes[self.player]
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        if "Dragon" in classes:
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            itempool.append(self.create_item(ItemName.dragon))
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        if "Traitor" in classes:
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            itempool.append(self.create_item(ItemName.traitor))
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        if self.world.starting_class[self.player] == "knight":
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            itempool.append(self.create_item(ItemName.progressive_knight))
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        elif "Knight" in classes:
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            itempool.extend(self._create_items(ItemName.progressive_knight))
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        if self.world.starting_class[self.player] == "mage":
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            itempool.append(self.create_item(ItemName.progressive_mage))
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        elif "Mage" in classes:
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            itempool.extend(self._create_items(ItemName.progressive_mage))
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        if self.world.starting_class[self.player] == "barbarian":
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            itempool.append(self.create_item(ItemName.progressive_barbarian))
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        elif "Barbarian" in classes:
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            itempool.extend(self._create_items(ItemName.progressive_barbarian))
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        if self.world.starting_class[self.player] == "knave":
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            itempool.append(self.create_item(ItemName.progressive_knave))
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        elif "Knave" in classes:
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            itempool.extend(self._create_items(ItemName.progressive_knave))
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        if self.world.starting_class[self.player] == "shinobi":
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            itempool.append(self.create_item(ItemName.progressive_shinobi))
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        elif "Shinobi" in classes:
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            itempool.extend(self._create_items(ItemName.progressive_shinobi))
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        if self.world.starting_class[self.player] == "miner":
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            itempool.append(self.create_item(ItemName.progressive_miner))
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        elif "Miner" in classes:
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            itempool.extend(self._create_items(ItemName.progressive_miner))
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        if self.world.starting_class[self.player] == "lich":
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            itempool.append(self.create_item(ItemName.progressive_lich))
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        elif "Lich" in classes:
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            itempool.extend(self._create_items(ItemName.progressive_lich))
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        if self.world.starting_class[self.player] == "spellthief":
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            itempool.append(self.create_item(ItemName.progressive_spellthief))
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        elif "Spellthief" in classes:
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            itempool.extend(self._create_items(ItemName.progressive_spellthief))
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        # Check if we need to start with these vendors or put them in the pool.
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        if self.world.vendors[self.player] == "start_unlocked":
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            self.world.push_precollected(self.world.create_item(ItemName.blacksmith, self.player))
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            self.world.push_precollected(self.world.create_item(ItemName.enchantress, self.player))
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        else:
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            itempool += [self.create_item(ItemName.blacksmith), self.create_item(ItemName.enchantress)]
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        # Add Architect.
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        if self.world.architect[self.player] == "start_unlocked":
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            self.world.push_precollected(self.world.create_item(ItemName.architect, self.player))
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        elif self.world.architect[self.player] != "disabled":
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            itempool += [self.create_item(ItemName.architect)]
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        # Fill item pool with the remaining
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        for _ in range(len(itempool), total_required_locations):
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            item = self.world.random.choice(list(misc_items_table.keys()))
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            itempool += [self.create_item(item)]
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        self.world.itempool += itempool
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    def create_regions(self):
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        create_regions(self.world, self.player)
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    def create_item(self, name: str) -> Item:
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        data = item_table[name]
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        return LegacyItem(name, data.progression, data.code, self.player)
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    def set_rules(self):
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        set_rules(self.world, self.player)
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