106 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			106 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|   | import typing | ||
|  | 
 | ||
|  | 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 | ||
|  | 
 | ||
|  | 
 | ||
|  | class LegacyWorld(World): | ||
|  |     """
 | ||
|  |     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. | ||
|  |     """
 | ||
|  |     game: str = "Rogue Legacy" | ||
|  |     options = legacy_options | ||
|  |     topology_present = False | ||
|  |     data_version = 1 | ||
|  | 
 | ||
|  |     item_name_to_id = {name: data.code for name, data in item_table.items()} | ||
|  |     location_name_to_id = location_table | ||
|  | 
 | ||
|  |     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], | ||
|  |             "vendors": self.world.vendors[self.player], | ||
|  |             "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], | ||
|  |             "death_link": self.world.death_link[self.player], | ||
|  |         } | ||
|  | 
 | ||
|  |     def _create_items(self, name: str): | ||
|  |         data = item_table[name] | ||
|  |         return [self.create_item(name)] * data.quantity | ||
|  | 
 | ||
|  |     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 | ||
|  | 
 | ||
|  |         return slot_data | ||
|  | 
 | ||
|  |     def generate_basic(self): | ||
|  |         itempool: typing.List[LegacyItem] = [] | ||
|  |         total_required_locations = 61 + (self.world.chests_per_zone[self.player] * 4) + (self.world.fairy_chests_per_zone[self.player] * 4) | ||
|  | 
 | ||
|  |         # Fill item pool with all required items | ||
|  |         for item in {**skill_unlocks_table, **blueprints_table, **runes_table}: | ||
|  |             # 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) | ||
|  |              | ||
|  |         # Add specific classes into the pool. Eventually, will be able to shuffle the starting ones, but until then... | ||
|  |         itempool += [ | ||
|  |             self.create_item(ItemName.paladin), | ||
|  |             self.create_item(ItemName.archmage), | ||
|  |             self.create_item(ItemName.barbarian_king), | ||
|  |             self.create_item(ItemName.assassin), | ||
|  |             self.create_item(ItemName.dragon), | ||
|  |             self.create_item(ItemName.traitor), | ||
|  |             *self._create_items(ItemName.progressive_shinobi), | ||
|  |             *self._create_items(ItemName.progressive_miner), | ||
|  |             *self._create_items(ItemName.progressive_lich), | ||
|  |             *self._create_items(ItemName.progressive_spellthief), | ||
|  |         ] | ||
|  | 
 | ||
|  |         # 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)] | ||
|  | 
 | ||
|  |         # Add Arcitect. | ||
|  |         itempool += [self.create_item(ItemName.architect)] | ||
|  |              | ||
|  |         # 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)] | ||
|  | 
 | ||
|  |         self.world.itempool += itempool | ||
|  | 
 | ||
|  |     def create_regions(self): | ||
|  |         create_regions(self.world, self.player) | ||
|  | 
 | ||
|  |     def create_item(self, name: str) -> Item: | ||
|  |         data = item_table[name] | ||
|  |         return LegacyItem(name, data.progression, data.code, self.player) | ||
|  | 
 | ||
|  |     def set_rules(self): | ||
|  |         set_rules(self.world, self.player) |