Archipelago/worlds/ror2/__init__.py

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import string
from .Items import RiskOfRainItem, item_table, item_pool_weights
from .Locations import location_table, RiskOfRainLocation, base_location_table
from .Rules import set_rules
from BaseClasses import Region, Entrance, Item, MultiWorld
from .Options import ror2_options
from ..AutoWorld import World
client_version = 1
class RiskOfRainWorld(World):
"""
Escape a chaotic alien planet by fighting through hordes of frenzied monsters with your friends, or on your own.
Combine loot in surprising ways and master each character until you become the havoc you feared upon your
first crash landing.
"""
game: str = "Risk of Rain 2"
options = ror2_options
topology_present = False
item_name_to_id = item_table
location_name_to_id = location_table
data_version = 3
forced_auto_forfeit = True
def generate_basic(self):
# shortcut for starting_inventory... The start_with_revive option lets you start with a Dio's Best Friend
if self.world.start_with_revive[self.player].value:
self.world.push_precollected(self.world.create_item("Dio's Best Friend", self.player))
# if presets are enabled generate junk_pool from the selected preset
pool_option = self.world.item_weights[self.player].value
if self.world.item_pool_presets[self.player].value:
# generate chaos weights if the preset is chosen
if pool_option == 5:
junk_pool = {
"Item Scrap, Green": self.world.random.randint(0, 80),
"Item Scrap, Red": self.world.random.randint(0, 45),
"Item Scrap, Yellow": self.world.random.randint(0, 30),
"Item Scrap, White": self.world.random.randint(0, 100),
"Common Item": self.world.random.randint(0, 100),
"Uncommon Item": self.world.random.randint(0, 70),
"Legendary Item": self.world.random.randint(0, 30),
"Boss Item": self.world.random.randint(0, 20),
"Lunar Item": self.world.random.randint(0, 60),
"Equipment": self.world.random.randint(0, 40)
}
else:
junk_pool = item_pool_weights[pool_option].copy()
else: # generate junk pool from user created presets
junk_pool = {
"Item Scrap, Green": self.world.green_scrap[self.player].value,
"Item Scrap, Red": self.world.red_scrap[self.player].value,
"Item Scrap, Yellow": self.world.yellow_scrap[self.player].value,
"Item Scrap, White": self.world.white_scrap[self.player].value,
"Common Item": self.world.common_item[self.player].value,
"Uncommon Item": self.world.uncommon_item[self.player].value,
"Legendary Item": self.world.legendary_item[self.player].value,
"Boss Item": self.world.boss_item[self.player].value,
"Lunar Item": self.world.lunar_item[self.player].value,
"Equipment": self.world.equipment[self.player].value
}
# remove lunar items from the pool if they're disabled in the yaml unless lunartic is rolled
if not self.world.enable_lunar[self.player]:
if not pool_option == 4:
junk_pool.pop("Lunar Item")
# Generate item pool
itempool = []
# Add revive items for the player
itempool += ["Dio's Best Friend"] * int(self.world.total_revivals[self.player] / 100 * self.world.total_locations[self.player])
# Fill remaining items with randomly generated junk
itempool += self.world.random.choices(list(junk_pool.keys()), weights=list(junk_pool.values()),
k=self.world.total_locations[self.player] -
int(self.world.total_revivals[self.player] / 100 * self.world.total_locations[self.player]))
# Convert itempool into real items
itempool = list(map(lambda name: self.create_item(name), itempool))
self.world.itempool += itempool
def set_rules(self):
set_rules(self.world, self.player)
def create_regions(self):
create_regions(self.world, self.player)
def fill_slot_data(self):
return {
"itemPickupStep": self.world.item_pickup_step[self.player].value,
"seed": "".join(self.world.slot_seeds[self.player].choice(string.digits) for i in range(16)),
"totalLocations": self.world.total_locations[self.player].value,
"totalRevivals": self.world.total_revivals[self.player].value,
"startWithDio": self.world.start_with_revive[self.player].value
}
def create_item(self, name: str) -> Item:
item_id = item_table[name]
item = RiskOfRainItem(name, True, item_id, self.player)
return item
# generate locations based on player setting
def create_regions(world, player: int):
world.regions += [
create_region(world, player, 'Menu', None, ['Lobby']),
create_region(world, player, 'Petrichor V',
[location for location in base_location_table] +
[f"ItemPickup{i}" for i in range(1, 1 + world.total_locations[player])])
]
world.get_entrance("Lobby", player).connect(world.get_region("Petrichor V", player))
world.get_location("Level One", player).place_locked_item(RiskOfRainItem("Beat Level One", True, None, player))
world.get_location("Level Two", player).place_locked_item(RiskOfRainItem("Beat Level Two", True, None, player))
world.get_location("Level Three", player).place_locked_item(RiskOfRainItem("Beat Level Three", True, None, player))
world.get_location("Level Four", player).place_locked_item(RiskOfRainItem("Beat Level Four", True, None, player))
world.get_location("Level Five", player).place_locked_item(RiskOfRainItem("Beat Level Five", True, None, player))
world.get_location("Victory", player).place_locked_item(RiskOfRainItem("Victory", True, None, player))
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 = location_table[location]
location = RiskOfRainLocation(player, location, loc_id, ret)
ret.locations.append(location)
if exits:
for exit in exits:
ret.exits.append(Entrance(player, exit, ret))
return ret