Risk of Rain 2 implementation
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93
worlds/ror2/__init__.py
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93
worlds/ror2/__init__.py
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import string
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from .Items import RiskOfRainItem, item_table, junk_weights
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from .Locations import location_table, RiskOfRainLocation, base_location_table
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from .Rules import set_rules
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from BaseClasses import Region, Entrance, Item, MultiWorld
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from .Options import ror2_options
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from ..AutoWorld import World
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client_version = 1
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class RiskOfRainWorld(World):
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game: str = "Risk of Rain 2"
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options = ror2_options
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topology_present = False
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item_name_to_id = {name: data for name, data in item_table.items()}
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location_name_to_id = {name: data for name, data in location_table.items()}
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data_version = 1
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def generate_basic(self):
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# shortcut for starting_inventory... The start_with_revive option lets you start with a Dio's Best Friend
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if self.world.start_with_revive[self.player].value:
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self.world.push_precollected(self.world.create_item("Dio's Best Friend", self.player))
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# Generate item pool
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itempool = []
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junk_pool = junk_weights.copy()
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# Add revive items for the player
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itempool += ["Dio's Best Friend"] * self.world.total_revivals[self.player]
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# Fill remaining items with randomly generated junk
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itempool += self.world.random.choices(list(junk_pool.keys()), weights=list(junk_pool.values()),
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k=self.world.total_locations[self.player] -
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self.world.total_revivals[self.player])
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# Convert itempool into real items
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itempool = [item for item in map(lambda name: self.create_item(name), itempool)]
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self.world.itempool += itempool
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def set_rules(self):
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set_rules(self.world, self.player)
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def create_regions(self):
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create_regions(self.world, self.player)
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def fill_slot_data(self):
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return {
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"itemPickupStep": self.world.item_pickup_step[self.player].value,
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"seed": "".join(self.world.slot_seeds[self.player].choice(string.digits) for i in range(16)),
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"totalLocations": self.world.total_locations[self.player].value
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}
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def create_item(self, name: str) -> Item:
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item_id = item_table[name]
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item = RiskOfRainItem(name, True, item_id, self.player)
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return item
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def create_regions(world, player: int):
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world.regions += [
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create_region(world, player, 'Menu', None, ['Lobby']),
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create_region(world, player, 'Petrichor V',
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[location for location in base_location_table] +
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[f"ItemPickup{i}" for i in range(1, world.total_locations[player])])
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]
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world.get_entrance("Lobby", player).connect(world.get_region("Petrichor V", player))
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world.get_location("Level One", player).place_locked_item(RiskOfRainItem("Beat Level One", True, None, player))
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world.get_location("Level Two", player).place_locked_item(RiskOfRainItem("Beat Level Two", True, None, player))
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world.get_location("Level Three", player).place_locked_item(RiskOfRainItem("Beat Level Three", True, None, player))
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world.get_location("Level Four", player).place_locked_item(RiskOfRainItem("Beat Level Four", True, None, player))
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world.get_location("Level Five", player).place_locked_item(RiskOfRainItem("Beat Level Five", True, None, player))
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world.get_location("Victory", player).place_locked_item(RiskOfRainItem("Victory", True, None, player))
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def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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ret = Region(name, None, name, player)
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ret.world = world
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if locations:
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for location in locations:
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loc_id = location_table.get(location, 0)
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location = RiskOfRainLocation(player, location, loc_id, ret)
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ret.locations.append(location)
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if exits:
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for exit in exits:
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ret.exits.append(Entrance(player, exit, ret))
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return ret
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