Archipelago/worlds/hk/__init__.py

73 lines
2.0 KiB
Python

import logging
logger = logging.getLogger("Hollow Knight")
from .Locations import lookup_name_to_id
from .Items import item_table
from .Regions import create_regions
from .Rules import set_rules
from BaseClasses import Region, Entrance, Location, MultiWorld, Item
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 = lookup_name_to_id.get(location, 0)
location = HKLocation(player, location, loc_id, ret)
ret.locations.append(location)
if exits:
for exit in exits:
ret.exits.append(Entrance(player, exit, ret))
return ret
class HKLocation(Location):
game: str = "Hollow Knight"
def __init__(self, player: int, name: str, address=None, parent=None):
super(HKLocation, self).__init__(player, name, address, parent)
class HKItem(Item):
game = "Hollow Knight"
def __init__(self, name, advancement, code, player: int = None):
super(HKItem, self).__init__(name, advancement, code, player)
def gen_hollow(world: MultiWorld, player: int):
link_regions(world, player)
gen_items(world, player)
set_rules(world, player)
def link_regions(world: MultiWorld, player: int):
world.get_entrance('Hollow Nest S&Q', player).connect(world.get_region('Hollow Nest', player))
def gen_items(world: MultiWorld, player: int):
pool = []
for item_name, item_data in item_table.items():
item = HKItem(item_name, item_data.advancement, item_data.id, player=player)
if item_data.type == "Event":
event_location = world.get_location(item_name, player)
world.push_item(event_location, item)
event_location.event = True
event_location.locked = True
if item.name == "King's_Pass":
world.push_precollected(item)
else:
pool.append(item)
world.itempool += pool