Various: Remove Rogue Legacy and Clique (#5177)

* Various: Remove Rogue Legacy and Clique

* Remove Clique from setup.py and revert network diagram.md change.

* Try again.

* Update network diagram.md

---------

Co-authored-by: Zach “Phar” Parks <phar@pharware.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
This commit is contained in:
Zach “Phar” Parks
2025-07-11 12:34:46 -05:00
committed by GitHub
parent 2974f7d11f
commit 6af34b66fb
25 changed files with 1 additions and 1552 deletions

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@@ -14,7 +14,6 @@ Currently, the following games are supported:
* Super Metroid * Super Metroid
* Secret of Evermore * Secret of Evermore
* Final Fantasy * Final Fantasy
* Rogue Legacy
* VVVVVV * VVVVVV
* Raft * Raft
* Super Mario 64 * Super Mario 64
@@ -41,7 +40,6 @@ Currently, the following games are supported:
* The Messenger * The Messenger
* Kingdom Hearts 2 * Kingdom Hearts 2
* The Legend of Zelda: Link's Awakening DX * The Legend of Zelda: Link's Awakening DX
* Clique
* Adventure * Adventure
* DLC Quest * DLC Quest
* Noita * Noita

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@@ -48,9 +48,6 @@
# Civilization VI # Civilization VI
/worlds/civ6/ @hesto2 /worlds/civ6/ @hesto2
# Clique
/worlds/clique/ @ThePhar
# Dark Souls III # Dark Souls III
/worlds/dark_souls_3/ @Marechal-L @nex3 /worlds/dark_souls_3/ @Marechal-L @nex3
@@ -148,9 +145,6 @@
# Raft # Raft
/worlds/raft/ @SunnyBat /worlds/raft/ @SunnyBat
# Rogue Legacy
/worlds/rogue_legacy/ @ThePhar
# Risk of Rain 2 # Risk of Rain 2
/worlds/ror2/ @kindasneaki /worlds/ror2/ @kindasneaki

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@@ -125,10 +125,8 @@ flowchart LR
NM[Mod with Archipelago.MultiClient.Net] NM[Mod with Archipelago.MultiClient.Net]
subgraph FNA/XNA subgraph FNA/XNA
TS[Timespinner] TS[Timespinner]
RL[Rogue Legacy]
end end
NM <-- TsRandomizer --> TS NM <-- TsRandomizer --> TS
NM <-- RogueLegacyRandomizer --> RL
subgraph Unity subgraph Unity
ROR[Risk of Rain 2] ROR[Risk of Rain 2]
SN[Subnautica] SN[Subnautica]
@@ -177,4 +175,4 @@ flowchart LR
FMOD <--> FMAPI FMOD <--> FMAPI
end end
CC <-- Integrated --> FC CC <-- Integrated --> FC
``` ```

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@@ -63,7 +63,6 @@ non_apworlds: set[str] = {
"Adventure", "Adventure",
"ArchipIDLE", "ArchipIDLE",
"Archipelago", "Archipelago",
"Clique",
"Lufia II Ancient Cave", "Lufia II Ancient Cave",
"Meritous", "Meritous",
"Ocarina of Time", "Ocarina of Time",

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@@ -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}

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@@ -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}

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@@ -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

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@@ -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(),
}

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@@ -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

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@@ -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
}

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@@ -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.

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@@ -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.

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@@ -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*~~

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@@ -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*~~

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@@ -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),
}

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@@ -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"),
}

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@@ -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

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@@ -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,
}
}

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@@ -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

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@@ -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)

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@@ -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"))

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@@ -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).

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@@ -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!

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@@ -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

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@@ -1,5 +0,0 @@
from test.bases import WorldTestBase
class RLTestBase(WorldTestBase):
game = "Rogue Legacy"