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										 |  |  | import typing | 
					
						
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							|  |  |  | 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 | 
					
						
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							|  |  |  | class LegacyWorld(World): | 
					
						
							|  |  |  |     """
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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 | 
					
						
							|  |  |  |     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. | 
					
						
							|  |  |  |     """
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							|  |  |  |     game: str = "Rogue Legacy" | 
					
						
							|  |  |  |     options = legacy_options | 
					
						
							|  |  |  |     topology_present = False | 
					
						
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										 |  |  |     data_version = 3 | 
					
						
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							|  |  |  |     item_name_to_id = {name: data.code for name, data in item_table.items()} | 
					
						
							|  |  |  |     location_name_to_id = location_table | 
					
						
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							|  |  |  |     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], | 
					
						
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										 |  |  |             "universal_fairy_chests": self.world.universal_fairy_chests[self.player], | 
					
						
							|  |  |  |             "universal_chests": self.world.universal_chests[self.player], | 
					
						
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										 |  |  |             "vendors": self.world.vendors[self.player], | 
					
						
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										 |  |  |             "architect_fee": self.world.architect_fee[self.player], | 
					
						
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										 |  |  |             "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], | 
					
						
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										 |  |  |             "khidr": self.world.khidr[self.player], | 
					
						
							|  |  |  |             "alexander": self.world.alexander[self.player], | 
					
						
							|  |  |  |             "leon": self.world.leon[self.player], | 
					
						
							|  |  |  |             "herodotus": self.world.herodotus[self.player], | 
					
						
							|  |  |  |             "allow_default_names": self.world.allow_default_names[self.player], | 
					
						
							|  |  |  |             "additional_sir_names": self.world.additional_sir_names[self.player], | 
					
						
							|  |  |  |             "additional_lady_names": self.world.additional_lady_names[self.player], | 
					
						
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										 |  |  |             "death_link": self.world.death_link[self.player], | 
					
						
							|  |  |  |         } | 
					
						
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							|  |  |  |     def _create_items(self, name: str): | 
					
						
							|  |  |  |         data = item_table[name] | 
					
						
							|  |  |  |         return [self.create_item(name)] * data.quantity | 
					
						
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										 |  |  |     def get_required_client_version(self) -> typing.Tuple[int, int, int]: | 
					
						
							|  |  |  |         return max((0, 2, 3), super(LegacyWorld, self).get_required_client_version()) | 
					
						
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										 |  |  |     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 | 
					
						
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							|  |  |  |         return slot_data | 
					
						
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							|  |  |  |     def generate_basic(self): | 
					
						
							|  |  |  |         itempool: typing.List[LegacyItem] = [] | 
					
						
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										 |  |  |         total_required_locations = 64 + (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, **runes_table}: | 
					
						
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										 |  |  |             # 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) | 
					
						
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							|  |  |  |         # Blueprints | 
					
						
							|  |  |  |         if self.world.progressive_blueprints[self.player]: | 
					
						
							|  |  |  |             itempool += [self.create_item(ItemName.progressive_blueprints)] * 15 | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             for item in blueprints_table: | 
					
						
							|  |  |  |                 itempool += self._create_items(item) | 
					
						
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							|  |  |  |         # Check Pool settings to add a certain amount of these items. | 
					
						
							|  |  |  |         itempool += [self.create_item(ItemName.health)] * int(self.world.health_pool[self.player]) | 
					
						
							|  |  |  |         itempool += [self.create_item(ItemName.mana)] * int(self.world.mana_pool[self.player]) | 
					
						
							|  |  |  |         itempool += [self.create_item(ItemName.attack)] * int(self.world.attack_pool[self.player]) | 
					
						
							|  |  |  |         itempool += [self.create_item(ItemName.magic_damage)] * int(self.world.magic_damage_pool[self.player]) | 
					
						
							|  |  |  |         itempool += [self.create_item(ItemName.armor)] * int(self.world.armor_pool[self.player]) | 
					
						
							|  |  |  |         itempool += [self.create_item(ItemName.equip)] * int(self.world.equip_pool[self.player]) | 
					
						
							|  |  |  |         itempool += [self.create_item(ItemName.crit_chance)] * int(self.world.crit_chance_pool[self.player]) | 
					
						
							|  |  |  |         itempool += [self.create_item(ItemName.crit_damage)] * int(self.world.crit_damage_pool[self.player]) | 
					
						
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										 |  |  |         # Add specific classes into the pool. Eventually, will be able to shuffle the starting ones, but until then... | 
					
						
							|  |  |  |         itempool += [ | 
					
						
							|  |  |  |             self.create_item(ItemName.dragon), | 
					
						
							|  |  |  |             self.create_item(ItemName.traitor), | 
					
						
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										 |  |  |             *self._create_items(ItemName.progressive_knight), | 
					
						
							|  |  |  |             *self._create_items(ItemName.progressive_mage), | 
					
						
							|  |  |  |             *self._create_items(ItemName.progressive_barbarian), | 
					
						
							|  |  |  |             *self._create_items(ItemName.progressive_knave), | 
					
						
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										 |  |  |             *self._create_items(ItemName.progressive_shinobi), | 
					
						
							|  |  |  |             *self._create_items(ItemName.progressive_miner), | 
					
						
							|  |  |  |             *self._create_items(ItemName.progressive_lich), | 
					
						
							|  |  |  |             *self._create_items(ItemName.progressive_spellthief), | 
					
						
							|  |  |  |         ] | 
					
						
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										 |  |  |         # Remove one of our starting classes from the item pool. | 
					
						
							|  |  |  |         if self.world.starting_class[self.player] == "knight": | 
					
						
							|  |  |  |             itempool.remove(self.create_item(ItemName.progressive_knight)) | 
					
						
							|  |  |  |         elif self.world.starting_class[self.player] == "mage": | 
					
						
							|  |  |  |             itempool.remove(self.create_item(ItemName.progressive_mage)) | 
					
						
							|  |  |  |         elif self.world.starting_class[self.player] == "barbarian": | 
					
						
							|  |  |  |             itempool.remove(self.create_item(ItemName.progressive_barbarian)) | 
					
						
							|  |  |  |         elif self.world.starting_class[self.player] == "knave": | 
					
						
							|  |  |  |             itempool.remove(self.create_item(ItemName.progressive_knave)) | 
					
						
							|  |  |  |         elif self.world.starting_class[self.player] == "miner": | 
					
						
							|  |  |  |             itempool.remove(self.create_item(ItemName.progressive_miner)) | 
					
						
							|  |  |  |         elif self.world.starting_class[self.player] == "shinobi": | 
					
						
							|  |  |  |             itempool.remove(self.create_item(ItemName.progressive_shinobi)) | 
					
						
							|  |  |  |         elif self.world.starting_class[self.player] == "lich": | 
					
						
							|  |  |  |             itempool.remove(self.create_item(ItemName.progressive_lich)) | 
					
						
							|  |  |  |         elif self.world.starting_class[self.player] == "spellthief": | 
					
						
							|  |  |  |             itempool.remove(self.create_item(ItemName.progressive_spellthief)) | 
					
						
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										 |  |  |         # 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)] | 
					
						
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										 |  |  |         # Add Architect. | 
					
						
							|  |  |  |         if self.world.architect[self.player] == "start_unlocked": | 
					
						
							|  |  |  |             self.world.push_precollected(self.world.create_item(ItemName.architect, self.player)) | 
					
						
							|  |  |  |         elif self.world.architect[self.player] != "disabled": | 
					
						
							|  |  |  |             itempool += [self.create_item(ItemName.architect)] | 
					
						
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										 |  |  |              | 
					
						
							|  |  |  |         # 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)] | 
					
						
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							|  |  |  |         self.world.itempool += itempool | 
					
						
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							|  |  |  |     def create_regions(self): | 
					
						
							|  |  |  |         create_regions(self.world, self.player) | 
					
						
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							|  |  |  |     def create_item(self, name: str) -> Item: | 
					
						
							|  |  |  |         data = item_table[name] | 
					
						
							|  |  |  |         return LegacyItem(name, data.progression, data.code, self.player) | 
					
						
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							|  |  |  |     def set_rules(self): | 
					
						
							|  |  |  |         set_rules(self.world, self.player) |