247 lines
11 KiB
Python
247 lines
11 KiB
Python
from typing import List
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from BaseClasses import Tutorial
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from worlds.AutoWorld import WebWorld, World
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from .Items import RLItem, RLItemData, event_item_table, get_items_by_category, item_table
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from .Locations import RLLocation, location_table
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from .Options import rl_options
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from .Presets import rl_options_presets
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from .Regions import create_regions
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from .Rules import set_rules
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class RLWeb(WebWorld):
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theme = "stone"
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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, "
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"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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bug_report_page = "https://github.com/ThePhar/RogueLegacyRandomizer/issues/new?assignees=&labels=bug&template=" \
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"report-an-issue---.md&title=%5BIssue%5D"
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options_presets = rl_options_presets
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class RLWorld(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 = "Rogue Legacy"
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option_definitions = rl_options
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topology_present = True
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required_client_version = (0, 3, 5)
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web = RLWeb()
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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 = {name: data.code for name, data in location_table.items()}
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# TODO: Replace calls to this function with "options-dict", once that PR is completed and merged.
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def get_setting(self, name: str):
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return getattr(self.multiworld, name)[self.player]
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def fill_slot_data(self) -> dict:
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return {option_name: self.get_setting(option_name).value for option_name in rl_options}
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def generate_early(self):
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# Check validation of names.
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additional_lady_names = len(self.get_setting("additional_lady_names").value)
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additional_sir_names = len(self.get_setting("additional_sir_names").value)
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if not self.get_setting("allow_default_names"):
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if additional_lady_names < int(self.get_setting("number_of_children")):
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raise Exception(
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f"allow_default_names is off, but not enough names are defined in additional_lady_names. "
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f"Expected {int(self.get_setting('number_of_children'))}, Got {additional_lady_names}")
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if additional_sir_names < int(self.get_setting("number_of_children")):
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raise Exception(
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f"allow_default_names is off, but not enough names are defined in additional_sir_names. "
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f"Expected {int(self.get_setting('number_of_children'))}, Got {additional_sir_names}")
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def create_items(self):
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item_pool: List[RLItem] = []
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total_locations = len(self.multiworld.get_unfilled_locations(self.player))
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for name, data in item_table.items():
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quantity = data.max_quantity
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# Architect
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if name == "Architect":
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if self.get_setting("architect") == "disabled":
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continue
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if self.get_setting("architect") == "start_unlocked":
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self.multiworld.push_precollected(self.create_item(name))
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continue
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if self.get_setting("architect") == "early":
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self.multiworld.local_early_items[self.player]["Architect"] = 1
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# Blacksmith and Enchantress
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if name == "Blacksmith" or name == "Enchantress":
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if self.get_setting("vendors") == "start_unlocked":
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self.multiworld.push_precollected(self.create_item(name))
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continue
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if self.get_setting("vendors") == "early":
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self.multiworld.local_early_items[self.player]["Blacksmith"] = 1
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self.multiworld.local_early_items[self.player]["Enchantress"] = 1
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# Haggling
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if name == "Haggling" and self.get_setting("disable_charon"):
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continue
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# Blueprints
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if data.category == "Blueprints":
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# No progressive blueprints if progressive_blueprints are disabled.
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if name == "Progressive Blueprints" and not self.get_setting("progressive_blueprints"):
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continue
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# No distinct blueprints if progressive_blueprints are enabled.
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elif name != "Progressive Blueprints" and self.get_setting("progressive_blueprints"):
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continue
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# Classes
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if data.category == "Classes":
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if name == "Progressive Knights":
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if "Knight" not in self.get_setting("available_classes"):
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continue
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if self.get_setting("starting_class") == "knight":
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quantity = 1
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if name == "Progressive Mages":
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if "Mage" not in self.get_setting("available_classes"):
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continue
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if self.get_setting("starting_class") == "mage":
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quantity = 1
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if name == "Progressive Barbarians":
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if "Barbarian" not in self.get_setting("available_classes"):
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continue
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if self.get_setting("starting_class") == "barbarian":
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quantity = 1
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if name == "Progressive Knaves":
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if "Knave" not in self.get_setting("available_classes"):
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continue
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if self.get_setting("starting_class") == "knave":
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quantity = 1
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if name == "Progressive Miners":
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if "Miner" not in self.get_setting("available_classes"):
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continue
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if self.get_setting("starting_class") == "miner":
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quantity = 1
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if name == "Progressive Shinobis":
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if "Shinobi" not in self.get_setting("available_classes"):
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continue
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if self.get_setting("starting_class") == "shinobi":
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quantity = 1
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if name == "Progressive Liches":
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if "Lich" not in self.get_setting("available_classes"):
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continue
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if self.get_setting("starting_class") == "lich":
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quantity = 1
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if name == "Progressive Spellthieves":
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if "Spellthief" not in self.get_setting("available_classes"):
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continue
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if self.get_setting("starting_class") == "spellthief":
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quantity = 1
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if name == "Dragons":
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if "Dragon" not in self.get_setting("available_classes"):
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continue
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if name == "Traitors":
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if "Traitor" not in self.get_setting("available_classes"):
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continue
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# Skills
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if name == "Health Up":
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quantity = self.get_setting("health_pool")
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elif name == "Mana Up":
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quantity = self.get_setting("mana_pool")
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elif name == "Attack Up":
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quantity = self.get_setting("attack_pool")
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elif name == "Magic Damage Up":
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quantity = self.get_setting("magic_damage_pool")
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elif name == "Armor Up":
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quantity = self.get_setting("armor_pool")
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elif name == "Equip Up":
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quantity = self.get_setting("equip_pool")
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elif name == "Crit Chance Up":
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quantity = self.get_setting("crit_chance_pool")
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elif name == "Crit Damage Up":
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quantity = self.get_setting("crit_damage_pool")
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# Ignore filler, it will be added in a later stage.
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if data.category == "Filler":
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continue
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item_pool += [self.create_item(name) for _ in range(0, quantity)]
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# Fill any empty locations with filler items.
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while len(item_pool) < total_locations:
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item_pool.append(self.create_item(self.get_filler_item_name()))
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self.multiworld.itempool += item_pool
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def get_filler_item_name(self) -> str:
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fillers = get_items_by_category("Filler")
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weights = [data.weight for data in fillers.values()]
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return self.multiworld.random.choices([filler for filler in fillers.keys()], weights, k=1)[0]
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def create_item(self, name: str) -> RLItem:
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data = item_table[name]
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return RLItem(name, data.classification, data.code, self.player)
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def create_event(self, name: str) -> RLItem:
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data = event_item_table[name]
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return RLItem(name, data.classification, data.code, self.player)
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def set_rules(self):
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set_rules(self.multiworld, self.player)
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def create_regions(self):
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create_regions(self.multiworld, self.player)
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self._place_events()
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def _place_events(self):
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# Fountain
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self.multiworld.get_location("Fountain Room", self.player).place_locked_item(
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self.create_event("Defeat The Fountain"))
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# Khidr / Neo Khidr
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if self.get_setting("khidr") == "vanilla":
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self.multiworld.get_location("Castle Hamson Boss Room", self.player).place_locked_item(
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self.create_event("Defeat Khidr"))
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else:
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self.multiworld.get_location("Castle Hamson Boss Room", self.player).place_locked_item(
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self.create_event("Defeat Neo Khidr"))
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# Alexander / Alexander IV
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if self.get_setting("alexander") == "vanilla":
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self.multiworld.get_location("Forest Abkhazia Boss Room", self.player).place_locked_item(
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self.create_event("Defeat Alexander"))
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else:
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self.multiworld.get_location("Forest Abkhazia Boss Room", self.player).place_locked_item(
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self.create_event("Defeat Alexander IV"))
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# Ponce de Leon / Ponce de Freon
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if self.get_setting("leon") == "vanilla":
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self.multiworld.get_location("The Maya Boss Room", self.player).place_locked_item(
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self.create_event("Defeat Ponce de Leon"))
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else:
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self.multiworld.get_location("The Maya Boss Room", self.player).place_locked_item(
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self.create_event("Defeat Ponce de Freon"))
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# Herodotus / Astrodotus
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if self.get_setting("herodotus") == "vanilla":
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self.multiworld.get_location("Land of Darkness Boss Room", self.player).place_locked_item(
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self.create_event("Defeat Herodotus"))
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else:
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self.multiworld.get_location("Land of Darkness Boss Room", self.player).place_locked_item(
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self.create_event("Defeat Astrodotus"))
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