Archipelago/worlds/rogue-legacy/__init__.py

106 lines
4.6 KiB
Python

import typing
from BaseClasses import Item, MultiWorld
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
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 = 1
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],
"vendors": self.world.vendors[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],
"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 = 61 + (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, **blueprints_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)
# Add specific classes into the pool. Eventually, will be able to shuffle the starting ones, but until then...
itempool += [
self.create_item(ItemName.paladin),
self.create_item(ItemName.archmage),
self.create_item(ItemName.barbarian_king),
self.create_item(ItemName.assassin),
self.create_item(ItemName.dragon),
self.create_item(ItemName.traitor),
*self._create_items(ItemName.progressive_shinobi),
*self._create_items(ItemName.progressive_miner),
*self._create_items(ItemName.progressive_lich),
*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 Arcitect.
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 create_regions(self):
create_regions(self.world, self.player)
def create_item(self, name: str) -> Item:
data = item_table[name]
return LegacyItem(name, data.progression, data.code, self.player)
def set_rules(self):
set_rules(self.world, self.player)