106 lines
4.6 KiB
Python
106 lines
4.6 KiB
Python
import typing
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from BaseClasses import Item, MultiWorld
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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
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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 = 1
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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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"vendors": self.world.vendors[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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"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 = 61 + (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, **blueprints_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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# Add specific classes into the pool. Eventually, will be able to shuffle the starting ones, but until then...
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itempool += [
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self.create_item(ItemName.paladin),
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self.create_item(ItemName.archmage),
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self.create_item(ItemName.barbarian_king),
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self.create_item(ItemName.assassin),
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self.create_item(ItemName.dragon),
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self.create_item(ItemName.traitor),
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*self._create_items(ItemName.progressive_shinobi),
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*self._create_items(ItemName.progressive_miner),
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*self._create_items(ItemName.progressive_lich),
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*self._create_items(ItemName.progressive_spellthief),
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]
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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 Arcitect.
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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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