diff --git a/README.md b/README.md index afad4b15..29b6206a 100644 --- a/README.md +++ b/README.md @@ -14,7 +14,6 @@ Currently, the following games are supported: * Super Metroid * Secret of Evermore * Final Fantasy -* Rogue Legacy * VVVVVV * Raft * Super Mario 64 @@ -41,7 +40,6 @@ Currently, the following games are supported: * The Messenger * Kingdom Hearts 2 * The Legend of Zelda: Link's Awakening DX -* Clique * Adventure * DLC Quest * Noita diff --git a/docs/CODEOWNERS b/docs/CODEOWNERS index 4bdd49b6..3104200a 100644 --- a/docs/CODEOWNERS +++ b/docs/CODEOWNERS @@ -48,9 +48,6 @@ # Civilization VI /worlds/civ6/ @hesto2 -# Clique -/worlds/clique/ @ThePhar - # Dark Souls III /worlds/dark_souls_3/ @Marechal-L @nex3 @@ -148,9 +145,6 @@ # Raft /worlds/raft/ @SunnyBat -# Rogue Legacy -/worlds/rogue_legacy/ @ThePhar - # Risk of Rain 2 /worlds/ror2/ @kindasneaki diff --git a/docs/network diagram/network diagram.md b/docs/network diagram/network diagram.md index 0e31eaa3..2d0a1174 100644 --- a/docs/network diagram/network diagram.md +++ b/docs/network diagram/network diagram.md @@ -125,10 +125,8 @@ flowchart LR NM[Mod with Archipelago.MultiClient.Net] subgraph FNA/XNA TS[Timespinner] - RL[Rogue Legacy] end NM <-- TsRandomizer --> TS - NM <-- RogueLegacyRandomizer --> RL subgraph Unity ROR[Risk of Rain 2] SN[Subnautica] @@ -177,4 +175,4 @@ flowchart LR FMOD <--> FMAPI end CC <-- Integrated --> FC -``` \ No newline at end of file +``` diff --git a/setup.py b/setup.py index 95974671..cd1b1e87 100644 --- a/setup.py +++ b/setup.py @@ -63,7 +63,6 @@ non_apworlds: set[str] = { "Adventure", "ArchipIDLE", "Archipelago", - "Clique", "Lufia II Ancient Cave", "Meritous", "Ocarina of Time", diff --git a/worlds/clique/Items.py b/worlds/clique/Items.py deleted file mode 100644 index 81e2540b..00000000 --- a/worlds/clique/Items.py +++ /dev/null @@ -1,38 +0,0 @@ -from typing import Callable, Dict, NamedTuple, Optional, TYPE_CHECKING - -from BaseClasses import Item, ItemClassification - -if TYPE_CHECKING: - from . import CliqueWorld - - -class CliqueItem(Item): - game = "Clique" - - -class CliqueItemData(NamedTuple): - code: Optional[int] = None - type: ItemClassification = ItemClassification.filler - can_create: Callable[["CliqueWorld"], bool] = lambda world: True - - -item_data_table: Dict[str, CliqueItemData] = { - "Feeling of Satisfaction": CliqueItemData( - code=69696969, - type=ItemClassification.progression, - ), - "Button Activation": CliqueItemData( - code=69696968, - type=ItemClassification.progression, - can_create=lambda world: world.options.hard_mode, - ), - "A Cool Filler Item (No Satisfaction Guaranteed)": CliqueItemData( - code=69696967, - can_create=lambda world: False # Only created from `get_filler_item_name`. - ), - "The Urge to Push": CliqueItemData( - type=ItemClassification.progression, - ), -} - -item_table = {name: data.code for name, data in item_data_table.items() if data.code is not None} diff --git a/worlds/clique/Locations.py b/worlds/clique/Locations.py deleted file mode 100644 index 900b497e..00000000 --- a/worlds/clique/Locations.py +++ /dev/null @@ -1,37 +0,0 @@ -from typing import Callable, Dict, NamedTuple, Optional, TYPE_CHECKING - -from BaseClasses import Location - -if TYPE_CHECKING: - from . import CliqueWorld - - -class CliqueLocation(Location): - game = "Clique" - - -class CliqueLocationData(NamedTuple): - region: str - address: Optional[int] = None - can_create: Callable[["CliqueWorld"], bool] = lambda world: True - locked_item: Optional[str] = None - - -location_data_table: Dict[str, CliqueLocationData] = { - "The Big Red Button": CliqueLocationData( - region="The Button Realm", - address=69696969, - ), - "The Item on the Desk": CliqueLocationData( - region="The Button Realm", - address=69696968, - can_create=lambda world: world.options.hard_mode, - ), - "In the Player's Mind": CliqueLocationData( - region="The Button Realm", - locked_item="The Urge to Push", - ), -} - -location_table = {name: data.address for name, data in location_data_table.items() if data.address is not None} -locked_locations = {name: data for name, data in location_data_table.items() if data.locked_item} diff --git a/worlds/clique/Options.py b/worlds/clique/Options.py deleted file mode 100644 index d88a1289..00000000 --- a/worlds/clique/Options.py +++ /dev/null @@ -1,34 +0,0 @@ -from dataclasses import dataclass -from Options import Choice, Toggle, PerGameCommonOptions, StartInventoryPool - - -class HardMode(Toggle): - """Only for the most masochistically inclined... Requires button activation!""" - display_name = "Hard Mode" - - -class ButtonColor(Choice): - """Customize your button! Now available in 12 unique colors.""" - display_name = "Button Color" - option_red = 0 - option_orange = 1 - option_yellow = 2 - option_green = 3 - option_cyan = 4 - option_blue = 5 - option_magenta = 6 - option_purple = 7 - option_pink = 8 - option_brown = 9 - option_white = 10 - option_black = 11 - - -@dataclass -class CliqueOptions(PerGameCommonOptions): - color: ButtonColor - hard_mode: HardMode - start_inventory_from_pool: StartInventoryPool - - # DeathLink is always on. Always. - # death_link: DeathLink diff --git a/worlds/clique/Regions.py b/worlds/clique/Regions.py deleted file mode 100644 index 04e31706..00000000 --- a/worlds/clique/Regions.py +++ /dev/null @@ -1,11 +0,0 @@ -from typing import Dict, List, NamedTuple - - -class CliqueRegionData(NamedTuple): - connecting_regions: List[str] = [] - - -region_data_table: Dict[str, CliqueRegionData] = { - "Menu": CliqueRegionData(["The Button Realm"]), - "The Button Realm": CliqueRegionData(), -} diff --git a/worlds/clique/Rules.py b/worlds/clique/Rules.py deleted file mode 100644 index 63ecd4e9..00000000 --- a/worlds/clique/Rules.py +++ /dev/null @@ -1,13 +0,0 @@ -from typing import Callable, TYPE_CHECKING - -from BaseClasses import CollectionState - -if TYPE_CHECKING: - from . import CliqueWorld - - -def get_button_rule(world: "CliqueWorld") -> Callable[[CollectionState], bool]: - if world.options.hard_mode: - return lambda state: state.has("Button Activation", world.player) - - return lambda state: True diff --git a/worlds/clique/__init__.py b/worlds/clique/__init__.py deleted file mode 100644 index 70777c51..00000000 --- a/worlds/clique/__init__.py +++ /dev/null @@ -1,102 +0,0 @@ -from typing import List, Dict, Any - -from BaseClasses import Region, Tutorial -from worlds.AutoWorld import WebWorld, World -from .Items import CliqueItem, item_data_table, item_table -from .Locations import CliqueLocation, location_data_table, location_table, locked_locations -from .Options import CliqueOptions -from .Regions import region_data_table -from .Rules import get_button_rule - - -class CliqueWebWorld(WebWorld): - theme = "partyTime" - - setup_en = Tutorial( - tutorial_name="Start Guide", - description="A guide to playing Clique.", - language="English", - file_name="guide_en.md", - link="guide/en", - authors=["Phar"] - ) - - setup_de = Tutorial( - tutorial_name="Anleitung zum Anfangen", - description="Eine Anleitung um Clique zu spielen.", - language="Deutsch", - file_name="guide_de.md", - link="guide/de", - authors=["Held_der_Zeit"] - ) - - tutorials = [setup_en, setup_de] - game_info_languages = ["en", "de"] - - -class CliqueWorld(World): - """The greatest game of all time.""" - - game = "Clique" - web = CliqueWebWorld() - options: CliqueOptions - options_dataclass = CliqueOptions - location_name_to_id = location_table - item_name_to_id = item_table - - def create_item(self, name: str) -> CliqueItem: - return CliqueItem(name, item_data_table[name].type, item_data_table[name].code, self.player) - - def create_items(self) -> None: - item_pool: List[CliqueItem] = [] - for name, item in item_data_table.items(): - if item.code and item.can_create(self): - item_pool.append(self.create_item(name)) - - self.multiworld.itempool += item_pool - - def create_regions(self) -> None: - # Create regions. - for region_name in region_data_table.keys(): - region = Region(region_name, self.player, self.multiworld) - self.multiworld.regions.append(region) - - # Create locations. - for region_name, region_data in region_data_table.items(): - region = self.get_region(region_name) - region.add_locations({ - location_name: location_data.address for location_name, location_data in location_data_table.items() - if location_data.region == region_name and location_data.can_create(self) - }, CliqueLocation) - region.add_exits(region_data_table[region_name].connecting_regions) - - # Place locked locations. - for location_name, location_data in locked_locations.items(): - # Ignore locations we never created. - if not location_data.can_create(self): - continue - - locked_item = self.create_item(location_data_table[location_name].locked_item) - self.get_location(location_name).place_locked_item(locked_item) - - # Set priority location for the Big Red Button! - self.options.priority_locations.value.add("The Big Red Button") - - def get_filler_item_name(self) -> str: - return "A Cool Filler Item (No Satisfaction Guaranteed)" - - def set_rules(self) -> None: - button_rule = get_button_rule(self) - self.get_location("The Big Red Button").access_rule = button_rule - self.get_location("In the Player's Mind").access_rule = button_rule - - # Do not allow button activations on buttons. - self.get_location("The Big Red Button").item_rule = lambda item: item.name != "Button Activation" - - # Completion condition. - self.multiworld.completion_condition[self.player] = lambda state: state.has("The Urge to Push", self.player) - - def fill_slot_data(self) -> Dict[str, Any]: - return { - "color": self.options.color.current_key - } diff --git a/worlds/clique/docs/de_Clique.md b/worlds/clique/docs/de_Clique.md deleted file mode 100644 index cde0a23c..00000000 --- a/worlds/clique/docs/de_Clique.md +++ /dev/null @@ -1,18 +0,0 @@ -# Clique - -## Was ist das für ein Spiel? - -~~Clique ist ein psychologisches Überlebens-Horror Spiel, in dem der Spieler der Versuchung wiederstehen muss große~~ -~~(rote) Knöpfe zu drücken.~~ - -Clique ist ein scherzhaftes Spiel, welches für Archipelago im März 2023 entwickelt wurde, um zu zeigen, wie einfach -es sein kann eine Welt für Archipelago zu entwicklen. Das Ziel des Spiels ist es den großen (standardmäßig) roten -Knopf zu drücken. Wenn ein Spieler auf dem `hard_mode` (schwieriger Modus) spielt, muss dieser warten bis jemand -anderes in der Multiworld den Knopf aktiviert, damit er gedrückt werden kann. - -Clique kann auf den meisten modernen, HTML5-fähigen Browsern gespielt werden. - -## Wo ist die Seite für die Einstellungen? - -Die [Seite für die Spielereinstellungen dieses Spiels](../player-options) enthält alle Optionen die man benötigt um -eine YAML-Datei zu konfigurieren und zu exportieren. diff --git a/worlds/clique/docs/en_Clique.md b/worlds/clique/docs/en_Clique.md deleted file mode 100644 index e9cb164f..00000000 --- a/worlds/clique/docs/en_Clique.md +++ /dev/null @@ -1,16 +0,0 @@ -# Clique - -## What is this game? - -~~Clique is a psychological survival horror game where a player must survive the temptation to press red buttons.~~ - -Clique is a joke game developed for Archipelago in March 2023 to showcase how easy it can be to develop a world for -Archipelago. The objective of the game is to press the big red button. If a player is playing on `hard_mode`, they must -wait for someone else in the multiworld to "activate" their button before they can press it. - -Clique can be played on most modern HTML5-capable browsers. - -## Where is the options page? - -The [player options page for this game](../player-options) contains all the options you need to configure -and export a config file. diff --git a/worlds/clique/docs/guide_de.md b/worlds/clique/docs/guide_de.md deleted file mode 100644 index 26e08dbb..00000000 --- a/worlds/clique/docs/guide_de.md +++ /dev/null @@ -1,25 +0,0 @@ -# Clique Anleitung - -Nachdem dein Seed generiert wurde, gehe auf die Website von [Clique dem Spiel](http://clique.pharware.com/) und gib -Server-Daten, deinen Slot-Namen und ein Passwort (falls vorhanden) ein. Klicke dann auf "Connect" (Verbinden). - -Wenn du auf "Einfach" spielst, kannst du unbedenklich den Knopf drücken und deine "Befriedigung" erhalten. - -Wenn du auf "Schwer" spielst, ist es sehr wahrscheinlich, dass du warten musst bevor du dein Ziel erreichen kannst. -Glücklicherweise läuft Click auf den meißten großen Browsern, die HTML5 unterstützen. Das heißt du kannst Clique auf -deinem Handy starten und produktiv sein während du wartest! - -Falls du einige Ideen brauchst was du tun kannst, während du wartest bis der Knopf aktiviert wurde, versuche -(mindestens) eins der Folgenden: - -- Dein Zimmer aufräumen. -- Die Wäsche machen. -- Etwas Essen von einem X-Belieben Fast Food Restaruant holen. -- Das tägliche Wordle machen. -- ~~Deine Seele an **Phar** verkaufen.~~ -- Deine Hausaufgaben erledigen. -- Deine Post abholen. - - -~~Solltest du auf irgendwelche Probleme in diesem Spiel stoßen, solltest du keinesfalls nicht **thephar** auf~~ -~~Discord kontaktieren. *zwinker* *zwinker*~~ diff --git a/worlds/clique/docs/guide_en.md b/worlds/clique/docs/guide_en.md deleted file mode 100644 index c3c113fe..00000000 --- a/worlds/clique/docs/guide_en.md +++ /dev/null @@ -1,22 +0,0 @@ -# Clique Start Guide - -After rolling your seed, go to the [Clique Game](http://clique.pharware.com/) site and enter the server details, your -slot name, and a room password if one is required. Then click "Connect". - -If you're playing on "easy mode", just click the button and receive "Satisfaction". - -If you're playing on "hard mode", you may need to wait for activation before you can complete your objective. Luckily, -Clique runs in most major browsers that support HTML5, so you can load Clique on your phone and be productive while -you wait! - -If you need some ideas for what to do while waiting for button activation, give the following a try: - -- Clean your room. -- Wash the dishes. -- Get some food from a non-descript fast food restaurant. -- Do the daily Wordle. -- ~~Sell your soul to Phar.~~ -- Do your school work. - - -~~If you run into any issues with this game, definitely do not contact **thephar** on discord. *wink* *wink*~~ diff --git a/worlds/rogue_legacy/Items.py b/worlds/rogue_legacy/Items.py deleted file mode 100644 index efa24df0..00000000 --- a/worlds/rogue_legacy/Items.py +++ /dev/null @@ -1,111 +0,0 @@ -from typing import Dict, NamedTuple, Optional - -from BaseClasses import Item, ItemClassification - - -class RLItem(Item): - game: str = "Rogue Legacy" - - -class RLItemData(NamedTuple): - category: str - code: Optional[int] = None - classification: ItemClassification = ItemClassification.filler - max_quantity: int = 1 - weight: int = 1 - - -def get_items_by_category(category: str) -> Dict[str, RLItemData]: - item_dict: Dict[str, RLItemData] = {} - for name, data in item_table.items(): - if data.category == category: - item_dict.setdefault(name, data) - - return item_dict - - -item_table: Dict[str, RLItemData] = { - # Vendors - "Blacksmith": RLItemData("Vendors", 90_000, ItemClassification.progression), - "Enchantress": RLItemData("Vendors", 90_001, ItemClassification.progression), - "Architect": RLItemData("Vendors", 90_002, ItemClassification.useful), - - # Classes - "Progressive Knights": RLItemData("Classes", 90_003, ItemClassification.useful, 2), - "Progressive Mages": RLItemData("Classes", 90_004, ItemClassification.useful, 2), - "Progressive Barbarians": RLItemData("Classes", 90_005, ItemClassification.useful, 2), - "Progressive Knaves": RLItemData("Classes", 90_006, ItemClassification.useful, 2), - "Progressive Shinobis": RLItemData("Classes", 90_007, ItemClassification.useful, 2), - "Progressive Miners": RLItemData("Classes", 90_008, ItemClassification.useful, 2), - "Progressive Liches": RLItemData("Classes", 90_009, ItemClassification.useful, 2), - "Progressive Spellthieves": RLItemData("Classes", 90_010, ItemClassification.useful, 2), - "Dragons": RLItemData("Classes", 90_096, ItemClassification.progression), - "Traitors": RLItemData("Classes", 90_097, ItemClassification.useful), - - # Skills - "Health Up": RLItemData("Skills", 90_013, ItemClassification.progression_skip_balancing, 15), - "Mana Up": RLItemData("Skills", 90_014, ItemClassification.progression_skip_balancing, 15), - "Attack Up": RLItemData("Skills", 90_015, ItemClassification.progression_skip_balancing, 15), - "Magic Damage Up": RLItemData("Skills", 90_016, ItemClassification.progression_skip_balancing, 15), - "Armor Up": RLItemData("Skills", 90_017, ItemClassification.useful, 15), - "Equip Up": RLItemData("Skills", 90_018, ItemClassification.useful, 5), - "Crit Chance Up": RLItemData("Skills", 90_019, ItemClassification.useful, 5), - "Crit Damage Up": RLItemData("Skills", 90_020, ItemClassification.useful, 5), - "Down Strike Up": RLItemData("Skills", 90_021), - "Gold Gain Up": RLItemData("Skills", 90_022), - "Potion Efficiency Up": RLItemData("Skills", 90_023), - "Invulnerability Time Up": RLItemData("Skills", 90_024), - "Mana Cost Down": RLItemData("Skills", 90_025), - "Death Defiance": RLItemData("Skills", 90_026, ItemClassification.useful), - "Haggling": RLItemData("Skills", 90_027, ItemClassification.useful), - "Randomize Children": RLItemData("Skills", 90_028, ItemClassification.useful), - - # Blueprints - "Progressive Blueprints": RLItemData("Blueprints", 90_055, ItemClassification.useful, 15), - "Squire Blueprints": RLItemData("Blueprints", 90_040, ItemClassification.useful), - "Silver Blueprints": RLItemData("Blueprints", 90_041, ItemClassification.useful), - "Guardian Blueprints": RLItemData("Blueprints", 90_042, ItemClassification.useful), - "Imperial Blueprints": RLItemData("Blueprints", 90_043, ItemClassification.useful), - "Royal Blueprints": RLItemData("Blueprints", 90_044, ItemClassification.useful), - "Knight Blueprints": RLItemData("Blueprints", 90_045, ItemClassification.useful), - "Ranger Blueprints": RLItemData("Blueprints", 90_046, ItemClassification.useful), - "Sky Blueprints": RLItemData("Blueprints", 90_047, ItemClassification.useful), - "Dragon Blueprints": RLItemData("Blueprints", 90_048, ItemClassification.useful), - "Slayer Blueprints": RLItemData("Blueprints", 90_049, ItemClassification.useful), - "Blood Blueprints": RLItemData("Blueprints", 90_050, ItemClassification.useful), - "Sage Blueprints": RLItemData("Blueprints", 90_051, ItemClassification.useful), - "Retribution Blueprints": RLItemData("Blueprints", 90_052, ItemClassification.useful), - "Holy Blueprints": RLItemData("Blueprints", 90_053, ItemClassification.useful), - "Dark Blueprints": RLItemData("Blueprints", 90_054, ItemClassification.useful), - - # Runes - "Vault Runes": RLItemData("Runes", 90_060, ItemClassification.progression), - "Sprint Runes": RLItemData("Runes", 90_061, ItemClassification.progression), - "Vampire Runes": RLItemData("Runes", 90_062, ItemClassification.useful), - "Sky Runes": RLItemData("Runes", 90_063, ItemClassification.progression), - "Siphon Runes": RLItemData("Runes", 90_064, ItemClassification.useful), - "Retaliation Runes": RLItemData("Runes", 90_065), - "Bounty Runes": RLItemData("Runes", 90_066), - "Haste Runes": RLItemData("Runes", 90_067), - "Curse Runes": RLItemData("Runes", 90_068), - "Grace Runes": RLItemData("Runes", 90_069), - "Balance Runes": RLItemData("Runes", 90_070, ItemClassification.useful), - - # Junk - "Triple Stat Increase": RLItemData("Filler", 90_030, weight=6), - "1000 Gold": RLItemData("Filler", 90_031, weight=3), - "3000 Gold": RLItemData("Filler", 90_032, weight=2), - "5000 Gold": RLItemData("Filler", 90_033, weight=1), -} - -event_item_table: Dict[str, RLItemData] = { - "Defeat Khidr": RLItemData("Event", classification=ItemClassification.progression), - "Defeat Alexander": RLItemData("Event", classification=ItemClassification.progression), - "Defeat Ponce de Leon": RLItemData("Event", classification=ItemClassification.progression), - "Defeat Herodotus": RLItemData("Event", classification=ItemClassification.progression), - "Defeat Neo Khidr": RLItemData("Event", classification=ItemClassification.progression), - "Defeat Alexander IV": RLItemData("Event", classification=ItemClassification.progression), - "Defeat Ponce de Freon": RLItemData("Event", classification=ItemClassification.progression), - "Defeat Astrodotus": RLItemData("Event", classification=ItemClassification.progression), - "Defeat The Fountain": RLItemData("Event", classification=ItemClassification.progression), -} diff --git a/worlds/rogue_legacy/Locations.py b/worlds/rogue_legacy/Locations.py deleted file mode 100644 index db9e1db3..00000000 --- a/worlds/rogue_legacy/Locations.py +++ /dev/null @@ -1,94 +0,0 @@ -from typing import Dict, NamedTuple, Optional - -from BaseClasses import Location - - -class RLLocation(Location): - game: str = "Rogue Legacy" - - -class RLLocationData(NamedTuple): - category: str - code: Optional[int] = None - - -def get_locations_by_category(category: str) -> Dict[str, RLLocationData]: - location_dict: Dict[str, RLLocationData] = {} - for name, data in location_table.items(): - if data.category == category: - location_dict.setdefault(name, data) - - return location_dict - - -location_table: Dict[str, RLLocationData] = { - # Manor Renovation - "Manor - Ground Road": RLLocationData("Manor", 91_000), - "Manor - Main Base": RLLocationData("Manor", 91_001), - "Manor - Main Bottom Window": RLLocationData("Manor", 91_002), - "Manor - Main Top Window": RLLocationData("Manor", 91_003), - "Manor - Main Rooftop": RLLocationData("Manor", 91_004), - "Manor - Left Wing Base": RLLocationData("Manor", 91_005), - "Manor - Left Wing Window": RLLocationData("Manor", 91_006), - "Manor - Left Wing Rooftop": RLLocationData("Manor", 91_007), - "Manor - Left Big Base": RLLocationData("Manor", 91_008), - "Manor - Left Big Upper 1": RLLocationData("Manor", 91_009), - "Manor - Left Big Upper 2": RLLocationData("Manor", 91_010), - "Manor - Left Big Windows": RLLocationData("Manor", 91_011), - "Manor - Left Big Rooftop": RLLocationData("Manor", 91_012), - "Manor - Left Far Base": RLLocationData("Manor", 91_013), - "Manor - Left Far Roof": RLLocationData("Manor", 91_014), - "Manor - Left Extension": RLLocationData("Manor", 91_015), - "Manor - Left Tree 1": RLLocationData("Manor", 91_016), - "Manor - Left Tree 2": RLLocationData("Manor", 91_017), - "Manor - Right Wing Base": RLLocationData("Manor", 91_018), - "Manor - Right Wing Window": RLLocationData("Manor", 91_019), - "Manor - Right Wing Rooftop": RLLocationData("Manor", 91_020), - "Manor - Right Big Base": RLLocationData("Manor", 91_021), - "Manor - Right Big Upper": RLLocationData("Manor", 91_022), - "Manor - Right Big Rooftop": RLLocationData("Manor", 91_023), - "Manor - Right High Base": RLLocationData("Manor", 91_024), - "Manor - Right High Upper": RLLocationData("Manor", 91_025), - "Manor - Right High Tower": RLLocationData("Manor", 91_026), - "Manor - Right Extension": RLLocationData("Manor", 91_027), - "Manor - Right Tree": RLLocationData("Manor", 91_028), - "Manor - Observatory Base": RLLocationData("Manor", 91_029), - "Manor - Observatory Telescope": RLLocationData("Manor", 91_030), - - # Boss Rewards - "Castle Hamson Boss Reward": RLLocationData("Boss", 91_100), - "Forest Abkhazia Boss Reward": RLLocationData("Boss", 91_102), - "The Maya Boss Reward": RLLocationData("Boss", 91_104), - "Land of Darkness Boss Reward": RLLocationData("Boss", 91_106), - - # Special Locations - "Jukebox": RLLocationData("Special", 91_200), - "Painting": RLLocationData("Special", 91_201), - "Cheapskate Elf's Game": RLLocationData("Special", 91_202), - "Carnival": RLLocationData("Special", 91_203), - - # Diaries - **{f"Diary {i+1}": RLLocationData("Diary", 91_300 + i) for i in range(0, 25)}, - - # Chests - **{f"Castle Hamson - Chest {i+1}": RLLocationData("Chests", 91_600 + i) for i in range(0, 50)}, - **{f"Forest Abkhazia - Chest {i+1}": RLLocationData("Chests", 91_700 + i) for i in range(0, 50)}, - **{f"The Maya - Chest {i+1}": RLLocationData("Chests", 91_800 + i) for i in range(0, 50)}, - **{f"Land of Darkness - Chest {i+1}": RLLocationData("Chests", 91_900 + i) for i in range(0, 50)}, - **{f"Chest {i+1}": RLLocationData("Chests", 92_000 + i) for i in range(0, 200)}, - - # Fairy Chests - **{f"Castle Hamson - Fairy Chest {i+1}": RLLocationData("Fairies", 91_400 + i) for i in range(0, 15)}, - **{f"Forest Abkhazia - Fairy Chest {i+1}": RLLocationData("Fairies", 91_450 + i) for i in range(0, 15)}, - **{f"The Maya - Fairy Chest {i+1}": RLLocationData("Fairies", 91_500 + i) for i in range(0, 15)}, - **{f"Land of Darkness - Fairy Chest {i+1}": RLLocationData("Fairies", 91_550 + i) for i in range(0, 15)}, - **{f"Fairy Chest {i+1}": RLLocationData("Fairies", 92_200 + i) for i in range(0, 60)}, -} - -event_location_table: Dict[str, RLLocationData] = { - "Castle Hamson Boss Room": RLLocationData("Event"), - "Forest Abkhazia Boss Room": RLLocationData("Event"), - "The Maya Boss Room": RLLocationData("Event"), - "Land of Darkness Boss Room": RLLocationData("Event"), - "Fountain Room": RLLocationData("Event"), -} diff --git a/worlds/rogue_legacy/Options.py b/worlds/rogue_legacy/Options.py deleted file mode 100644 index 139ff609..00000000 --- a/worlds/rogue_legacy/Options.py +++ /dev/null @@ -1,387 +0,0 @@ -from Options import Choice, Range, Toggle, DeathLink, DefaultOnToggle, OptionSet, PerGameCommonOptions - -from dataclasses import dataclass - - -class StartingGender(Choice): - """ - Determines the gender of your initial 'Sir Lee' character. - """ - display_name = "Starting Gender" - option_sir = 0 - option_lady = 1 - alias_male = 0 - alias_female = 1 - default = "random" - - -class StartingClass(Choice): - """ - Determines the starting class of your initial 'Sir Lee' character. - """ - display_name = "Starting Class" - option_knight = 0 - option_mage = 1 - option_barbarian = 2 - option_knave = 3 - option_shinobi = 4 - option_miner = 5 - option_spellthief = 6 - option_lich = 7 - default = 0 - - -class NewGamePlus(Choice): - """ - Puts the castle in new game plus mode which vastly increases enemy level, but increases gold gain by 50%. Not - recommended for those inexperienced to Rogue Legacy! - """ - display_name = "New Game Plus" - option_normal = 0 - option_new_game_plus = 1 - option_new_game_plus_2 = 2 - alias_hard = 1 - alias_brutal = 2 - default = 0 - - -class LevelScaling(Range): - """ - A percentage modifier for scaling enemy level as you continue throughout the castle. 100 means enemies will have - 100% level scaling (normal). Setting this too high will result in enemies with absurdly high levels, you have been - warned. - """ - display_name = "Enemy Level Scaling Percentage" - range_start = 1 - range_end = 300 - default = 100 - - -class FairyChestsPerZone(Range): - """ - Determines the number of Fairy Chests in a given zone that contain items. After these have been checked, only stat - bonuses can be found in Fairy Chests. - """ - display_name = "Fairy Chests Per Zone" - range_start = 0 - range_end = 15 - default = 1 - - -class ChestsPerZone(Range): - """ - Determines the number of Non-Fairy Chests in a given zone that contain items. After these have been checked, only - gold or stat bonuses can be found in Chests. - """ - display_name = "Chests Per Zone" - range_start = 20 - range_end = 50 - default = 20 - - -class UniversalFairyChests(Toggle): - """ - Determines if fairy chests should be combined into one pool instead of per zone, similar to Risk of Rain 2. - """ - display_name = "Universal Fairy Chests" - - -class UniversalChests(Toggle): - """ - Determines if non-fairy chests should be combined into one pool instead of per zone, similar to Risk of Rain 2. - """ - display_name = "Universal Non-Fairy Chests" - - -class Vendors(Choice): - """ - Determines where to place the Blacksmith and Enchantress unlocks in logic (or start with them unlocked). - """ - display_name = "Vendors" - option_start_unlocked = 0 - option_early = 1 - option_normal = 2 - option_anywhere = 3 - default = 1 - - -class Architect(Choice): - """ - Determines where the Architect sits in the item pool. - """ - display_name = "Architect" - option_start_unlocked = 0 - option_early = 1 - option_anywhere = 2 - option_disabled = 3 - alias_normal = 2 - default = 2 - - -class ArchitectFee(Range): - """ - Determines how large of a percentage the architect takes from the player when utilizing his services. 100 means he - takes all your gold. 0 means his services are free. - """ - display_name = "Architect Fee Percentage" - range_start = 0 - range_end = 100 - default = 40 - - -class DisableCharon(Toggle): - """ - Prevents Charon from taking your money when you re-enter the castle. Also removes Haggling from the Item Pool. - """ - display_name = "Disable Charon" - - -class RequirePurchasing(DefaultOnToggle): - """ - Determines where you will be required to purchase equipment and runes from the Blacksmith and Enchantress before - equipping them. If you disable require purchasing, Manor Renovations are scaled to take this into account. - """ - display_name = "Require Purchasing" - - -class ProgressiveBlueprints(Toggle): - """ - Instead of shuffling blueprints randomly into the pool, blueprint unlocks are progressively unlocked. You would get - Squire first, then Knight, etc., until finally Dark. - """ - display_name = "Progressive Blueprints" - - -class GoldGainMultiplier(Choice): - """ - Adjusts the multiplier for gaining gold from all sources. - """ - display_name = "Gold Gain Multiplier" - option_normal = 0 - option_quarter = 1 - option_half = 2 - option_double = 3 - option_quadruple = 4 - default = 0 - - -class NumberOfChildren(Range): - """ - Determines the number of offspring you can choose from on the lineage screen after a death. - """ - display_name = "Number of Children" - range_start = 1 - range_end = 5 - default = 3 - - -class AdditionalLadyNames(OptionSet): - """ - Set of additional names your potential offspring can have. If Allow Default Names is disabled, this is the only list - of names your children can have. The first value will also be your initial character's name depending on Starting - Gender. - """ - display_name = "Additional Lady Names" - -class AdditionalSirNames(OptionSet): - """ - Set of additional names your potential offspring can have. If Allow Default Names is disabled, this is the only list - of names your children can have. The first value will also be your initial character's name depending on Starting - Gender. - """ - display_name = "Additional Sir Names" - - -class AllowDefaultNames(DefaultOnToggle): - """ - Determines if the default names defined in the vanilla game are allowed to be used. Warning: Your world will not - generate if the number of Additional Names defined is less than the Number of Children value. - """ - display_name = "Allow Default Names" - - -class CastleScaling(Range): - """ - Adjusts the scaling factor for how big a castle can be. Larger castles scale enemies quicker and also take longer - to generate. 100 means normal castle size. - """ - display_name = "Castle Size Scaling Percentage" - range_start = 50 - range_end = 300 - default = 100 - - -class ChallengeBossKhidr(Choice): - """ - Determines if Neo Khidr replaces Khidr in their boss room. - """ - display_name = "Khidr" - option_vanilla = 0 - option_challenge = 1 - default = 0 - - -class ChallengeBossAlexander(Choice): - """ - Determines if Alexander the IV replaces Alexander in their boss room. - """ - display_name = "Alexander" - option_vanilla = 0 - option_challenge = 1 - default = 0 - - -class ChallengeBossLeon(Choice): - """ - Determines if Ponce de Freon replaces Ponce de Leon in their boss room. - """ - display_name = "Ponce de Leon" - option_vanilla = 0 - option_challenge = 1 - default = 0 - - -class ChallengeBossHerodotus(Choice): - """ - Determines if Astrodotus replaces Herodotus in their boss room. - """ - display_name = "Herodotus" - option_vanilla = 0 - option_challenge = 1 - default = 0 - - -class HealthUpPool(Range): - """ - Determines the number of Health Ups in the item pool. - """ - display_name = "Health Up Pool" - range_start = 0 - range_end = 15 - default = 15 - - -class ManaUpPool(Range): - """ - Determines the number of Mana Ups in the item pool. - """ - display_name = "Mana Up Pool" - range_start = 0 - range_end = 15 - default = 15 - - -class AttackUpPool(Range): - """ - Determines the number of Attack Ups in the item pool. - """ - display_name = "Attack Up Pool" - range_start = 0 - range_end = 15 - default = 15 - - -class MagicDamageUpPool(Range): - """ - Determines the number of Magic Damage Ups in the item pool. - """ - display_name = "Magic Damage Up Pool" - range_start = 0 - range_end = 15 - default = 15 - - -class ArmorUpPool(Range): - """ - Determines the number of Armor Ups in the item pool. - """ - display_name = "Armor Up Pool" - range_start = 0 - range_end = 10 - default = 10 - - -class EquipUpPool(Range): - """ - Determines the number of Equip Ups in the item pool. - """ - display_name = "Equip Up Pool" - range_start = 0 - range_end = 10 - default = 10 - - -class CritChanceUpPool(Range): - """ - Determines the number of Crit Chance Ups in the item pool. - """ - display_name = "Crit Chance Up Pool" - range_start = 0 - range_end = 5 - default = 5 - - -class CritDamageUpPool(Range): - """ - Determines the number of Crit Damage Ups in the item pool. - """ - display_name = "Crit Damage Up Pool" - range_start = 0 - range_end = 5 - default = 5 - - -class FreeDiaryOnGeneration(DefaultOnToggle): - """ - Allows the player to get a free diary check every time they regenerate the castle in the starting room. - """ - display_name = "Free Diary On Generation" - - -class AvailableClasses(OptionSet): - """ - List of classes that will be in the item pool to find. The upgraded form of the class will be added with it. - The upgraded form of your starting class will be available regardless. - """ - display_name = "Available Classes" - default = frozenset( - {"Knight", "Mage", "Barbarian", "Knave", "Shinobi", "Miner", "Spellthief", "Lich", "Dragon", "Traitor"} - ) - valid_keys = {"Knight", "Mage", "Barbarian", "Knave", "Shinobi", "Miner", "Spellthief", "Lich", "Dragon", "Traitor"} - - -@dataclass -class RLOptions(PerGameCommonOptions): - starting_gender: StartingGender - starting_class: StartingClass - available_classes: AvailableClasses - new_game_plus: NewGamePlus - fairy_chests_per_zone: FairyChestsPerZone - chests_per_zone: ChestsPerZone - universal_fairy_chests: UniversalFairyChests - universal_chests: UniversalChests - vendors: Vendors - architect: Architect - architect_fee: ArchitectFee - disable_charon: DisableCharon - require_purchasing: RequirePurchasing - progressive_blueprints: ProgressiveBlueprints - gold_gain_multiplier: GoldGainMultiplier - number_of_children: NumberOfChildren - free_diary_on_generation: FreeDiaryOnGeneration - khidr: ChallengeBossKhidr - alexander: ChallengeBossAlexander - leon: ChallengeBossLeon - herodotus: ChallengeBossHerodotus - health_pool: HealthUpPool - mana_pool: ManaUpPool - attack_pool: AttackUpPool - magic_damage_pool: MagicDamageUpPool - armor_pool: ArmorUpPool - equip_pool: EquipUpPool - crit_chance_pool: CritChanceUpPool - crit_damage_pool: CritDamageUpPool - allow_default_names: AllowDefaultNames - additional_lady_names: AdditionalLadyNames - additional_sir_names: AdditionalSirNames - death_link: DeathLink diff --git a/worlds/rogue_legacy/Presets.py b/worlds/rogue_legacy/Presets.py deleted file mode 100644 index 2dfeee64..00000000 --- a/worlds/rogue_legacy/Presets.py +++ /dev/null @@ -1,61 +0,0 @@ -from typing import Any, Dict - -from .Options import Architect, GoldGainMultiplier, Vendors - -rl_options_presets: Dict[str, Dict[str, Any]] = { - # Example preset using only literal values. - "Unknown Fate": { - "progression_balancing": "random", - "accessibility": "random", - "starting_gender": "random", - "starting_class": "random", - "new_game_plus": "random", - "fairy_chests_per_zone": "random", - "chests_per_zone": "random", - "universal_fairy_chests": "random", - "universal_chests": "random", - "vendors": "random", - "architect": "random", - "architect_fee": "random", - "disable_charon": "random", - "require_purchasing": "random", - "progressive_blueprints": "random", - "gold_gain_multiplier": "random", - "number_of_children": "random", - "free_diary_on_generation": "random", - "khidr": "random", - "alexander": "random", - "leon": "random", - "herodotus": "random", - "health_pool": "random", - "mana_pool": "random", - "attack_pool": "random", - "magic_damage_pool": "random", - "armor_pool": "random", - "equip_pool": "random", - "crit_chance_pool": "random", - "crit_damage_pool": "random", - "allow_default_names": True, - "death_link": "random", - }, - # A preset I actually use, using some literal values and some from the option itself. - "Limited Potential": { - "progression_balancing": "disabled", - "fairy_chests_per_zone": 2, - "starting_class": "random", - "chests_per_zone": 30, - "vendors": Vendors.option_normal, - "architect": Architect.option_disabled, - "gold_gain_multiplier": GoldGainMultiplier.option_half, - "number_of_children": 2, - "free_diary_on_generation": False, - "health_pool": 10, - "mana_pool": 10, - "attack_pool": 10, - "magic_damage_pool": 10, - "armor_pool": 5, - "equip_pool": 10, - "crit_chance_pool": 5, - "crit_damage_pool": 5, - } -} diff --git a/worlds/rogue_legacy/Regions.py b/worlds/rogue_legacy/Regions.py deleted file mode 100644 index 61b0ef73..00000000 --- a/worlds/rogue_legacy/Regions.py +++ /dev/null @@ -1,114 +0,0 @@ -from typing import Dict, List, NamedTuple, Optional, TYPE_CHECKING - -from BaseClasses import MultiWorld, Region, Entrance -from .Locations import RLLocation, location_table, get_locations_by_category - -if TYPE_CHECKING: - from . import RLWorld - - -class RLRegionData(NamedTuple): - locations: Optional[List[str]] - region_exits: Optional[List[str]] - - -def create_regions(world: "RLWorld"): - regions: Dict[str, RLRegionData] = { - "Menu": RLRegionData(None, ["Castle Hamson"]), - "The Manor": RLRegionData([], []), - "Castle Hamson": RLRegionData([], ["Forest Abkhazia", "The Maya", "Land of Darkness", - "The Fountain Room", "The Manor"]), - "Forest Abkhazia": RLRegionData([], []), - "The Maya": RLRegionData([], []), - "Land of Darkness": RLRegionData([], []), - "The Fountain Room": RLRegionData([], None), - } - - # Artificially stagger diary spheres for progression. - for diary in range(0, 25): - region: str - if 0 <= diary < 6: - region = "Castle Hamson" - elif 6 <= diary < 12: - region = "Forest Abkhazia" - elif 12 <= diary < 18: - region = "The Maya" - elif 18 <= diary < 24: - region = "Land of Darkness" - else: - region = "The Fountain Room" - regions[region].locations.append(f"Diary {diary + 1}") - - # Manor & Special - for manor in get_locations_by_category("Manor").keys(): - regions["The Manor"].locations.append(manor) - for special in get_locations_by_category("Special").keys(): - regions["Castle Hamson"].locations.append(special) - - # Boss Rewards - regions["Castle Hamson"].locations.append("Castle Hamson Boss Reward") - regions["Forest Abkhazia"].locations.append("Forest Abkhazia Boss Reward") - regions["The Maya"].locations.append("The Maya Boss Reward") - regions["Land of Darkness"].locations.append("Land of Darkness Boss Reward") - - # Events - regions["Castle Hamson"].locations.append("Castle Hamson Boss Room") - regions["Forest Abkhazia"].locations.append("Forest Abkhazia Boss Room") - regions["The Maya"].locations.append("The Maya Boss Room") - regions["Land of Darkness"].locations.append("Land of Darkness Boss Room") - regions["The Fountain Room"].locations.append("Fountain Room") - - # Chests - chests = int(world.options.chests_per_zone) - for i in range(0, chests): - if world.options.universal_chests: - regions["Castle Hamson"].locations.append(f"Chest {i + 1}") - regions["Forest Abkhazia"].locations.append(f"Chest {i + 1 + chests}") - regions["The Maya"].locations.append(f"Chest {i + 1 + (chests * 2)}") - regions["Land of Darkness"].locations.append(f"Chest {i + 1 + (chests * 3)}") - else: - regions["Castle Hamson"].locations.append(f"Castle Hamson - Chest {i + 1}") - regions["Forest Abkhazia"].locations.append(f"Forest Abkhazia - Chest {i + 1}") - regions["The Maya"].locations.append(f"The Maya - Chest {i + 1}") - regions["Land of Darkness"].locations.append(f"Land of Darkness - Chest {i + 1}") - - # Fairy Chests - chests = int(world.options.fairy_chests_per_zone) - for i in range(0, chests): - if world.options.universal_fairy_chests: - regions["Castle Hamson"].locations.append(f"Fairy Chest {i + 1}") - regions["Forest Abkhazia"].locations.append(f"Fairy Chest {i + 1 + chests}") - regions["The Maya"].locations.append(f"Fairy Chest {i + 1 + (chests * 2)}") - regions["Land of Darkness"].locations.append(f"Fairy Chest {i + 1 + (chests * 3)}") - else: - regions["Castle Hamson"].locations.append(f"Castle Hamson - Fairy Chest {i + 1}") - regions["Forest Abkhazia"].locations.append(f"Forest Abkhazia - Fairy Chest {i + 1}") - regions["The Maya"].locations.append(f"The Maya - Fairy Chest {i + 1}") - regions["Land of Darkness"].locations.append(f"Land of Darkness - Fairy Chest {i + 1}") - - # Set up the regions correctly. - for name, data in regions.items(): - world.multiworld.regions.append(create_region(world.multiworld, world.player, name, data)) - - world.get_entrance("Castle Hamson").connect(world.get_region("Castle Hamson")) - world.get_entrance("The Manor").connect(world.get_region("The Manor")) - world.get_entrance("Forest Abkhazia").connect(world.get_region("Forest Abkhazia")) - world.get_entrance("The Maya").connect(world.get_region("The Maya")) - world.get_entrance("Land of Darkness").connect(world.get_region("Land of Darkness")) - world.get_entrance("The Fountain Room").connect(world.get_region("The Fountain Room")) - - -def create_region(multiworld: MultiWorld, player: int, name: str, data: RLRegionData): - region = Region(name, player, multiworld) - if data.locations: - for loc_name in data.locations: - loc_data = location_table.get(loc_name) - location = RLLocation(player, loc_name, loc_data.code if loc_data else None, region) - region.locations.append(location) - - if data.region_exits: - for exit in data.region_exits: - entrance = Entrance(player, exit, region) - region.exits.append(entrance) - - return region diff --git a/worlds/rogue_legacy/Rules.py b/worlds/rogue_legacy/Rules.py deleted file mode 100644 index 505bbdd6..00000000 --- a/worlds/rogue_legacy/Rules.py +++ /dev/null @@ -1,117 +0,0 @@ -from BaseClasses import CollectionState -from typing import TYPE_CHECKING - -if TYPE_CHECKING: - from . import RLWorld - - -def get_upgrade_total(world: "RLWorld") -> int: - return int(world.options.health_pool) + int(world.options.mana_pool) + \ - int(world.options.attack_pool) + int(world.options.magic_damage_pool) - - -def get_upgrade_count(state: CollectionState, player: int) -> int: - return state.count("Health Up", player) + state.count("Mana Up", player) + \ - state.count("Attack Up", player) + state.count("Magic Damage Up", player) - - -def has_vendors(state: CollectionState, player: int) -> bool: - return state.has_all({"Blacksmith", "Enchantress"}, player) - - -def has_upgrade_amount(state: CollectionState, player: int, amount: int) -> bool: - return get_upgrade_count(state, player) >= amount - - -def has_upgrades_percentage(state: CollectionState, world: "RLWorld", percentage: float) -> bool: - return has_upgrade_amount(state, world.player, round(get_upgrade_total(world) * (percentage / 100))) - - -def has_movement_rune(state: CollectionState, player: int) -> bool: - return state.has("Vault Runes", player) or state.has("Sprint Runes", player) or state.has("Sky Runes", player) - - -def has_fairy_progression(state: CollectionState, player: int) -> bool: - return state.has("Dragons", player) or (state.has("Enchantress", player) and has_movement_rune(state, player)) - - -def has_defeated_castle(state: CollectionState, player: int) -> bool: - return state.has("Defeat Khidr", player) or state.has("Defeat Neo Khidr", player) - - -def has_defeated_forest(state: CollectionState, player: int) -> bool: - return state.has("Defeat Alexander", player) or state.has("Defeat Alexander IV", player) - - -def has_defeated_tower(state: CollectionState, player: int) -> bool: - return state.has("Defeat Ponce de Leon", player) or state.has("Defeat Ponce de Freon", player) - - -def has_defeated_dungeon(state: CollectionState, player: int) -> bool: - return state.has("Defeat Herodotus", player) or state.has("Defeat Astrodotus", player) - - -def set_rules(world: "RLWorld", player: int): - # If 'vendors' are 'normal', then expect it to show up in the first half(ish) of the spheres. - if world.options.vendors == "normal": - world.get_location("Forest Abkhazia Boss Reward").access_rule = \ - lambda state: has_vendors(state, player) - - # Gate each manor location so everything isn't dumped into sphere 1. - manor_rules = { - "Defeat Khidr" if world.options.khidr == "vanilla" else "Defeat Neo Khidr": [ - "Manor - Left Wing Window", - "Manor - Left Wing Rooftop", - "Manor - Right Wing Window", - "Manor - Right Wing Rooftop", - "Manor - Left Big Base", - "Manor - Right Big Base", - "Manor - Left Tree 1", - "Manor - Left Tree 2", - "Manor - Right Tree", - ], - "Defeat Alexander" if world.options.alexander == "vanilla" else "Defeat Alexander IV": [ - "Manor - Left Big Upper 1", - "Manor - Left Big Upper 2", - "Manor - Left Big Windows", - "Manor - Left Big Rooftop", - "Manor - Left Far Base", - "Manor - Left Far Roof", - "Manor - Left Extension", - "Manor - Right Big Upper", - "Manor - Right Big Rooftop", - "Manor - Right Extension", - ], - "Defeat Ponce de Leon" if world.options.leon == "vanilla" else "Defeat Ponce de Freon": [ - "Manor - Right High Base", - "Manor - Right High Upper", - "Manor - Right High Tower", - "Manor - Observatory Base", - "Manor - Observatory Telescope", - ] - } - - # Set rules for manor locations. - for event, locations in manor_rules.items(): - for location in locations: - world.get_location(location).access_rule = lambda state: state.has(event, player) - - # Set rules for fairy chests to decrease headache of expectation to find non-movement fairy chests. - for fairy_location in [location for location in world.multiworld.get_locations(player) if "Fairy" in location.name]: - fairy_location.access_rule = lambda state: has_fairy_progression(state, player) - - # Region rules. - world.get_entrance("Forest Abkhazia").access_rule = \ - lambda state: has_upgrades_percentage(state, world, 12.5) and has_defeated_castle(state, player) - - world.get_entrance("The Maya").access_rule = \ - lambda state: has_upgrades_percentage(state, world, 25) and has_defeated_forest(state, player) - - world.get_entrance("Land of Darkness").access_rule = \ - lambda state: has_upgrades_percentage(state, world, 37.5) and has_defeated_tower(state, player) - - world.get_entrance("The Fountain Room").access_rule = \ - lambda state: has_upgrades_percentage(state, world, 50) and has_defeated_dungeon(state, player) - - # Win condition. - world.multiworld.completion_condition[player] = lambda state: state.has("Defeat The Fountain", player) diff --git a/worlds/rogue_legacy/__init__.py b/worlds/rogue_legacy/__init__.py deleted file mode 100644 index 7ffdd459..00000000 --- a/worlds/rogue_legacy/__init__.py +++ /dev/null @@ -1,243 +0,0 @@ -from typing import List - -from BaseClasses import Tutorial -from worlds.AutoWorld import WebWorld, World -from .Items import RLItem, RLItemData, event_item_table, get_items_by_category, item_table -from .Locations import RLLocation, location_table -from .Options import RLOptions -from .Presets import rl_options_presets -from .Regions import create_regions -from .Rules import set_rules - - -class RLWeb(WebWorld): - theme = "stone" - tutorials = [Tutorial( - "Multiworld Setup Guide", - "A guide to setting up the Rogue Legacy Randomizer software on your computer. This guide covers single-player, " - "multiworld, and related software.", - "English", - "rogue-legacy_en.md", - "rogue-legacy/en", - ["Phar"] - )] - bug_report_page = "https://github.com/ThePhar/RogueLegacyRandomizer/issues/new?assignees=&labels=bug&template=" \ - "report-an-issue---.md&title=%5BIssue%5D" - options_presets = rl_options_presets - - -class RLWorld(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 = "Rogue Legacy" - options_dataclass = RLOptions - options: RLOptions - topology_present = True - required_client_version = (0, 3, 5) - web = RLWeb() - - item_name_to_id = {name: data.code for name, data in item_table.items() if data.code is not None} - location_name_to_id = {name: data.code for name, data in location_table.items() if data.code is not None} - - def fill_slot_data(self) -> dict: - return self.options.as_dict(*[name for name in self.options_dataclass.type_hints.keys()]) - - def generate_early(self): - # Check validation of names. - additional_lady_names = len(self.options.additional_lady_names.value) - additional_sir_names = len(self.options.additional_sir_names.value) - if not self.options.allow_default_names: - if additional_lady_names < int(self.options.number_of_children): - raise Exception( - f"allow_default_names is off, but not enough names are defined in additional_lady_names. " - f"Expected {int(self.options.number_of_children)}, Got {additional_lady_names}") - - if additional_sir_names < int(self.options.number_of_children): - raise Exception( - f"allow_default_names is off, but not enough names are defined in additional_sir_names. " - f"Expected {int(self.options.number_of_children)}, Got {additional_sir_names}") - - def create_items(self): - item_pool: List[RLItem] = [] - total_locations = len(self.multiworld.get_unfilled_locations(self.player)) - for name, data in item_table.items(): - quantity = data.max_quantity - - # Architect - if name == "Architect": - if self.options.architect == "disabled": - continue - if self.options.architect == "start_unlocked": - self.multiworld.push_precollected(self.create_item(name)) - continue - if self.options.architect == "early": - self.multiworld.local_early_items[self.player]["Architect"] = 1 - - # Blacksmith and Enchantress - if name == "Blacksmith" or name == "Enchantress": - if self.options.vendors == "start_unlocked": - self.multiworld.push_precollected(self.create_item(name)) - continue - if self.options.vendors == "early": - self.multiworld.local_early_items[self.player]["Blacksmith"] = 1 - self.multiworld.local_early_items[self.player]["Enchantress"] = 1 - - # Haggling - if name == "Haggling" and self.options.disable_charon: - continue - - # Blueprints - if data.category == "Blueprints": - # No progressive blueprints if progressive_blueprints are disabled. - if name == "Progressive Blueprints" and not self.options.progressive_blueprints: - continue - # No distinct blueprints if progressive_blueprints are enabled. - elif name != "Progressive Blueprints" and self.options.progressive_blueprints: - continue - - # Classes - if data.category == "Classes": - if name == "Progressive Knights": - if "Knight" not in self.options.available_classes: - continue - - if self.options.starting_class == "knight": - quantity = 1 - if name == "Progressive Mages": - if "Mage" not in self.options.available_classes: - continue - - if self.options.starting_class == "mage": - quantity = 1 - if name == "Progressive Barbarians": - if "Barbarian" not in self.options.available_classes: - continue - - if self.options.starting_class == "barbarian": - quantity = 1 - if name == "Progressive Knaves": - if "Knave" not in self.options.available_classes: - continue - - if self.options.starting_class == "knave": - quantity = 1 - if name == "Progressive Miners": - if "Miner" not in self.options.available_classes: - continue - - if self.options.starting_class == "miner": - quantity = 1 - if name == "Progressive Shinobis": - if "Shinobi" not in self.options.available_classes: - continue - - if self.options.starting_class == "shinobi": - quantity = 1 - if name == "Progressive Liches": - if "Lich" not in self.options.available_classes: - continue - - if self.options.starting_class == "lich": - quantity = 1 - if name == "Progressive Spellthieves": - if "Spellthief" not in self.options.available_classes: - continue - - if self.options.starting_class == "spellthief": - quantity = 1 - if name == "Dragons": - if "Dragon" not in self.options.available_classes: - continue - if name == "Traitors": - if "Traitor" not in self.options.available_classes: - continue - - # Skills - if name == "Health Up": - quantity = self.options.health_pool.value - elif name == "Mana Up": - quantity = self.options.mana_pool.value - elif name == "Attack Up": - quantity = self.options.attack_pool.value - elif name == "Magic Damage Up": - quantity = self.options.magic_damage_pool.value - elif name == "Armor Up": - quantity = self.options.armor_pool.value - elif name == "Equip Up": - quantity = self.options.equip_pool.value - elif name == "Crit Chance Up": - quantity = self.options.crit_chance_pool.value - elif name == "Crit Damage Up": - quantity = self.options.crit_damage_pool.value - - # Ignore filler, it will be added in a later stage. - if data.category == "Filler": - continue - - item_pool += [self.create_item(name) for _ in range(0, quantity)] - - # Fill any empty locations with filler items. - while len(item_pool) < total_locations: - item_pool.append(self.create_item(self.get_filler_item_name())) - - self.multiworld.itempool += item_pool - - def get_filler_item_name(self) -> str: - fillers = get_items_by_category("Filler") - weights = [data.weight for data in fillers.values()] - return self.random.choices([filler for filler in fillers.keys()], weights, k=1)[0] - - def create_item(self, name: str) -> RLItem: - data = item_table[name] - return RLItem(name, data.classification, data.code, self.player) - - def create_event(self, name: str) -> RLItem: - data = event_item_table[name] - return RLItem(name, data.classification, data.code, self.player) - - def set_rules(self): - set_rules(self, self.player) - - def create_regions(self): - create_regions(self) - self._place_events() - - def _place_events(self): - # Fountain - self.multiworld.get_location("Fountain Room", self.player).place_locked_item( - self.create_event("Defeat The Fountain")) - - # Khidr / Neo Khidr - if self.options.khidr == "vanilla": - self.multiworld.get_location("Castle Hamson Boss Room", self.player).place_locked_item( - self.create_event("Defeat Khidr")) - else: - self.multiworld.get_location("Castle Hamson Boss Room", self.player).place_locked_item( - self.create_event("Defeat Neo Khidr")) - - # Alexander / Alexander IV - if self.options.alexander == "vanilla": - self.multiworld.get_location("Forest Abkhazia Boss Room", self.player).place_locked_item( - self.create_event("Defeat Alexander")) - else: - self.multiworld.get_location("Forest Abkhazia Boss Room", self.player).place_locked_item( - self.create_event("Defeat Alexander IV")) - - # Ponce de Leon / Ponce de Freon - if self.options.leon == "vanilla": - self.multiworld.get_location("The Maya Boss Room", self.player).place_locked_item( - self.create_event("Defeat Ponce de Leon")) - else: - self.multiworld.get_location("The Maya Boss Room", self.player).place_locked_item( - self.create_event("Defeat Ponce de Freon")) - - # Herodotus / Astrodotus - if self.options.herodotus == "vanilla": - self.multiworld.get_location("Land of Darkness Boss Room", self.player).place_locked_item( - self.create_event("Defeat Herodotus")) - else: - self.multiworld.get_location("Land of Darkness Boss Room", self.player).place_locked_item( - self.create_event("Defeat Astrodotus")) diff --git a/worlds/rogue_legacy/docs/en_Rogue Legacy.md b/worlds/rogue_legacy/docs/en_Rogue Legacy.md deleted file mode 100644 index dd203c73..00000000 --- a/worlds/rogue_legacy/docs/en_Rogue Legacy.md +++ /dev/null @@ -1,34 +0,0 @@ -# Rogue Legacy (PC) - -## Where is the options page? - -The [player options page for this game](../player-options) contains most of the options you need to -configure and export a config file. Some options can only be made in YAML, but an explanation can be found in the -[template yaml here](../../../static/generated/configs/Rogue%20Legacy.yaml). - -## What does randomization do to this game? - -Rogue Legacy Randomizer takes all the classes, skills, runes, and blueprints and spreads them out into chests, the manor -upgrade screen, bosses, and some special individual locations. The goal is to become powerful enough to defeat the four -zone bosses and then defeat The Fountain. - -## What items and locations get shuffled? -All the skill upgrades, class upgrades, runes packs, and equipment packs are shuffled in the manor upgrade screen, diary -checks, chests and fairy chests, and boss rewards. Skill upgrades are also grouped in packs of 5 to make the finding of -stats less of a chore. Runes and Equipment are also grouped together. - -Some additional locations that can contain items are the Jukebox, the Portraits, and the mini-game rewards. - -## Which items can be in another player's world? - -Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to limit -certain items to your own world. -## When the player receives an item, what happens? - -When the player receives an item, your character will hold the item above their head and display it to the world. It's -good for business! - -## What do I do if I encounter a bug with the game? - -Please reach out to Phar#4444 on Discord or you can drop a bug report on the -[GitHub page for Rogue Legacy Randomizer](https://github.com/ThePhar/RogueLegacyRandomizer/issues/new?assignees=&labels=bug&template=report-an-issue---.md&title=%5BIssue%5D). diff --git a/worlds/rogue_legacy/docs/rogue-legacy_en.md b/worlds/rogue_legacy/docs/rogue-legacy_en.md deleted file mode 100644 index fc9f6920..00000000 --- a/worlds/rogue_legacy/docs/rogue-legacy_en.md +++ /dev/null @@ -1,35 +0,0 @@ -# Rogue Legacy Randomizer Setup Guide - -## Required Software - -- Rogue Legacy Randomizer from the - [Rogue Legacy Randomizer Releases Page](https://github.com/ThePhar/RogueLegacyRandomizer/releases) - -## Recommended Installation Instructions - -Please read the README file on the -[Rogue Legacy Randomizer GitHub](https://github.com/ThePhar/RogueLegacyRandomizer/blob/master/README.md) page for -up-to-date installation instructions. - -## Configuring your YAML file - -### What is a YAML file and why do I need one? - -Your YAML file contains a set of configuration options which provide the generator with information about how it should -generate your game. Each player of a multiworld will provide their own YAML file. This setup allows each player to enjoy -an experience customized for their taste, and different players in the same multiworld can all have different options. - -### Where do I get a YAML file? - -you can customize your options by visiting the [Rogue Legacy Options Page](/games/Rogue%20Legacy/player-options). - -### Connect to the MultiServer - -Once in game, press the start button and the AP connection screen should appear. You will fill out the hostname, port, -slot name, and password (if applicable). You should only need to fill out hostname, port, and password if the server -provides an alternative one to the default values. - -### Play the game - -Once you have entered the required values, you go to Connect and then select Confirm on the "Ready to Start" screen. Now -you're off to start your legacy! diff --git a/worlds/rogue_legacy/test/TestUnique.py b/worlds/rogue_legacy/test/TestUnique.py deleted file mode 100644 index 1ae9968d..00000000 --- a/worlds/rogue_legacy/test/TestUnique.py +++ /dev/null @@ -1,23 +0,0 @@ -from typing import Dict - -from . import RLTestBase -from ..Items import item_table -from ..Locations import location_table - - -class UniqueTest(RLTestBase): - @staticmethod - def test_item_ids_are_all_unique(): - item_ids: Dict[int, str] = {} - for name, data in item_table.items(): - assert data.code not in item_ids.keys(), f"'{name}': {data.code}, is not unique. " \ - f"'{item_ids[data.code]}' also has this identifier." - item_ids[data.code] = name - - @staticmethod - def test_location_ids_are_all_unique(): - location_ids: Dict[int, str] = {} - for name, data in location_table.items(): - assert data.code not in location_ids.keys(), f"'{name}': {data.code}, is not unique. " \ - f"'{location_ids[data.code]}' also has this identifier." - location_ids[data.code] = name diff --git a/worlds/rogue_legacy/test/__init__.py b/worlds/rogue_legacy/test/__init__.py deleted file mode 100644 index 3346476b..00000000 --- a/worlds/rogue_legacy/test/__init__.py +++ /dev/null @@ -1,5 +0,0 @@ -from test.bases import WorldTestBase - - -class RLTestBase(WorldTestBase): - game = "Rogue Legacy"