RoR2: 1.20 content update (#1396)

## Adding in Explore Mode:

Features include:
* Added in `environments` to be items.
* `Location checks` are now `environment based` instead of being able to get them from anywhere.
* Added in support for the `DLC Survivors of the void` which include `Void Items` and `3 new maps` that come with it. (option added to use DLC)

---------

Co-authored-by: Dogpetkid <dogpetkid@gmail.com>
This commit is contained in:
kindasneaki
2023-02-05 13:51:03 -07:00
committed by GitHub
parent fb1a9e9c5a
commit cae1e683e2
8 changed files with 908 additions and 116 deletions

View File

@@ -1,14 +1,14 @@
import string
from typing import Dict, List
from BaseClasses import Entrance, Item, ItemClassification, MultiWorld, Region, RegionType, Tutorial
from worlds.AutoWorld import WebWorld, World
from .Items import RiskOfRainItem, item_pool_weights, item_table
from .Locations import RiskOfRainLocation, item_pickups
from .Options import ItemWeights, ror2_options
from .Items import RiskOfRainItem, item_table, item_pool_weights, environment_offest
from .Locations import RiskOfRainLocation, get_classic_item_pickups, item_pickups, orderedstage_location
from .Rules import set_rules
from .RoR2Environments import *
client_version = 1
from BaseClasses import Region, RegionType, Entrance, Item, ItemClassification, MultiWorld, Tutorial
from .Options import ror2_options, ItemWeights
from worlds.AutoWorld import World, WebWorld
from .Regions import create_regions
class RiskOfWeb(WebWorld):
@@ -35,20 +35,58 @@ class RiskOfRainWorld(World):
item_name_to_id = item_table
location_name_to_id = item_pickups
data_version = 4
data_version = 6
required_client_version = (0, 3, 7)
web = RiskOfWeb()
total_revivals: int
def generate_early(self) -> None:
# figure out how many revivals should exist in the pool
if self.multiworld.goal[self.player] == "classic":
total_locations = self.multiworld.total_locations[self.player].value
else:
total_locations = len(
orderedstage_location.get_locations(
chests=self.multiworld.chests_per_stage[self.player].value,
shrines=self.multiworld.shrines_per_stage[self.player].value,
scavengers=self.multiworld.scavengers_per_stage[self.player].value,
scanners=self.multiworld.scanner_per_stage[self.player].value,
altars=self.multiworld.altars_per_stage[self.player].value,
dlc_sotv=self.multiworld.dlc_sotv[self.player].value
)
)
self.total_revivals = int(self.multiworld.total_revivals[self.player].value / 100 *
self.multiworld.total_locations[self.player].value)
def generate_basic(self) -> None:
# shortcut for starting_inventory... The start_with_revive option lets you start with a Dio's Best Friend
total_locations)
# self.total_revivals = self.multiworld.total_revivals[self.player].value
if self.multiworld.start_with_revive[self.player].value:
self.total_revivals -= 1
def create_items(self) -> None:
# shortcut for starting_inventory... The start_with_revive option lets you start with a Dio's Best Friend
if self.multiworld.start_with_revive[self.player]:
self.multiworld.push_precollected(self.multiworld.create_item("Dio's Best Friend", self.player))
environments_pool = {}
# only mess with the environments if they are set as items
if self.multiworld.goal[self.player] == "explore":
# figure out all available ordered stages for each tier
environment_available_orderedstages_table = environment_vanilla_orderedstages_table
if self.multiworld.dlc_sotv[self.player]:
environment_available_orderedstages_table = collapse_dict_list_vertical(environment_available_orderedstages_table, environment_sotv_orderedstages_table)
environments_pool = shift_by_offset(environment_vanilla_table, environment_offest)
if self.multiworld.dlc_sotv[self.player]:
environment_offset_table = shift_by_offset(environment_sotv_table, environment_offest)
environments_pool = {**environments_pool, **environment_offset_table}
environments_to_precollect = 5 if self.multiworld.begin_with_loop[self.player].value else 1
# percollect environments for each stage (or just stage 1)
for i in range(environments_to_precollect):
unlock = self.multiworld.random.choices(list(environment_available_orderedstages_table[i].keys()), k=1)
self.multiworld.push_precollected(self.create_item(unlock[0]))
environments_pool.pop(unlock[0])
# if presets are enabled generate junk_pool from the selected preset
pool_option = self.multiworld.item_weights[self.player].value
junk_pool: Dict[str, int] = {}
@@ -70,61 +108,120 @@ class RiskOfRainWorld(World):
"Legendary Item": self.multiworld.legendary_item[self.player].value,
"Boss Item": self.multiworld.boss_item[self.player].value,
"Lunar Item": self.multiworld.lunar_item[self.player].value,
"Void Item": self.multiworld.void_item[self.player].value,
"Equipment": self.multiworld.equipment[self.player].value
}
# remove lunar items from the pool if they're disabled in the yaml unless lunartic is rolled
if not (self.multiworld.enable_lunar[self.player] or pool_option == ItemWeights.option_lunartic):
if not self.multiworld.enable_lunar[self.player] or pool_option == ItemWeights.option_lunartic:
junk_pool.pop("Lunar Item")
# remove void items from the pool
if not self.multiworld.dlc_sotv[self.player] or pool_option == ItemWeights.option_void:
junk_pool.pop("Void Item")
# Generate item pool
itempool: List = []
# Add revive items for the player
itempool += ["Dio's Best Friend"] * self.total_revivals
for env_name, _ in environments_pool.items():
itempool += [env_name]
# precollected environments are popped from the pool so counting like this is valid
nonjunk_item_count = self.total_revivals + len(environments_pool)
if self.multiworld.goal[self.player] == "classic":
# classic mode
total_locations = self.multiworld.total_locations[self.player].value
else:
# explore mode
total_locations = len(
orderedstage_location.get_locations(
chests=self.multiworld.chests_per_stage[self.player].value,
shrines=self.multiworld.shrines_per_stage[self.player].value,
scavengers=self.multiworld.scavengers_per_stage[self.player].value,
scanners=self.multiworld.scanner_per_stage[self.player].value,
altars=self.multiworld.altars_per_stage[self.player].value,
dlc_sotv=self.multiworld.dlc_sotv[self.player].value
)
)
junk_item_count = total_locations - nonjunk_item_count
# Fill remaining items with randomly generated junk
itempool += self.multiworld.random.choices(list(junk_pool.keys()), weights=list(junk_pool.values()),
k=self.multiworld.total_locations[self.player].value - self.total_revivals)
k=junk_item_count)
# Convert itempool into real items
itempool = list(map(lambda name: self.create_item(name), itempool))
self.multiworld.itempool += itempool
def set_rules(self) -> None:
set_rules(self.multiworld, self.player)
def create_regions(self) -> None:
menu = create_region(self.multiworld, self.player, "Menu")
petrichor = create_region(self.multiworld, self.player, "Petrichor V",
[f"ItemPickup{i + 1}" for i in range(self.multiworld.total_locations[self.player].value)])
connection = Entrance(self.player, "Lobby", menu)
menu.exits.append(connection)
connection.connect(petrichor)
if self.multiworld.goal[self.player] == "classic":
# classic mode
menu = create_region(self.multiworld, self.player, "Menu")
self.multiworld.regions.append(menu)
# By using a victory region, we can define it as being connected to by several regions
# which can then determine the availability of the victory.
victory_region = create_region(self.multiworld, self.player, "Victory")
self.multiworld.regions.append(victory_region)
petrichor = create_region(self.multiworld, self.player, "Petrichor V",
get_classic_item_pickups(self.multiworld.total_locations[self.player].value))
self.multiworld.regions.append(petrichor)
self.multiworld.regions += [menu, petrichor]
# classic mode can get to victory from the beginning of the game
to_victory = Entrance(self.player, "beating game", petrichor)
petrichor.exits.append(to_victory)
to_victory.connect(victory_region)
connection = Entrance(self.player, "Lobby", menu)
menu.exits.append(connection)
connection.connect(petrichor)
else:
# explore mode
create_regions(self.multiworld, self.player)
create_events(self.multiworld, self.player)
def fill_slot_data(self):
return {
"itemPickupStep": self.multiworld.item_pickup_step[self.player].value,
"shrineUseStep": self.multiworld.shrine_use_step[self.player].value,
"goal": self.multiworld.goal[self.player].value,
"seed": "".join(self.multiworld.per_slot_randoms[self.player].choice(string.digits) for _ in range(16)),
"totalLocations": self.multiworld.total_locations[self.player].value,
"chestsPerStage": self.multiworld.chests_per_stage[self.player].value,
"shrinesPerStage": self.multiworld.shrines_per_stage[self.player].value,
"scavengersPerStage": self.multiworld.scavengers_per_stage[self.player].value,
"scannerPerStage": self.multiworld.scanner_per_stage[self.player].value,
"altarsPerStage": self.multiworld.altars_per_stage[self.player].value,
"totalRevivals": self.multiworld.total_revivals[self.player].value,
"startWithDio": self.multiworld.start_with_revive[self.player].value,
"FinalStageDeath": self.multiworld.final_stage_death[self.player].value
"finalStageDeath": self.multiworld.final_stage_death[self.player].value,
"deathLink": self.multiworld.death_link[self.player].value,
}
def create_item(self, name: str) -> Item:
item_id = item_table[name]
classification = ItemClassification.filler
if name == "Dio's Best Friend":
classification = ItemClassification.progression
elif name in {"Equipment", "Legendary Item"}:
elif name in {"Legendary Item", "Boss Item"}:
classification = ItemClassification.useful
else:
classification = ItemClassification.filler
elif name == "Lunar Item":
classification = ItemClassification.trap
# Only check for an item to be a environment unlock if those are known to be in the pool.
# This should shave down comparions.
elif name in environment_ALL_table.keys():
if name in {"Void Fields", "Hidden Realm: Bazaar Between Time", "Hidden Realm: Bulwark's Ambry",
"Hidden Realm: Gilded Coast,"}:
classification = ItemClassification.useful
else:
classification = ItemClassification.progression
item = RiskOfRainItem(name, classification, item_id, self.player)
return item
@@ -135,23 +232,31 @@ def create_events(world: MultiWorld, player: int) -> None:
if total_locations / 25 == num_of_events:
num_of_events -= 1
world_region = world.get_region("Petrichor V", player)
if world.goal[player] == "classic":
# only setup Pickups when using classic_mode
for i in range(num_of_events):
event_loc = RiskOfRainLocation(player, f"Pickup{(i + 1) * 25}", None, world_region)
event_loc.place_locked_item(RiskOfRainItem(f"Pickup{(i + 1) * 25}", ItemClassification.progression, None, player))
event_loc.access_rule = \
lambda state, i=i: state.can_reach(f"ItemPickup{((i + 1) * 25) - 1}", "Location", player)
world_region.locations.append(event_loc)
elif world.goal[player] == "explore":
for n in range(1, 6):
for i in range(num_of_events):
event_loc = RiskOfRainLocation(player, f"Pickup{(i + 1) * 25}", None, world_region)
event_loc.place_locked_item(RiskOfRainItem(f"Pickup{(i + 1) * 25}", ItemClassification.progression, None, player))
event_loc.access_rule(lambda state, i=i: state.can_reach(f"ItemPickup{((i + 1) * 25) - 1}", player))
world_region.locations.append(event_loc)
event_region = world.get_region(f"OrderedStage_{n}", player)
event_loc = RiskOfRainLocation(player, f"Stage_{n}", None, event_region)
event_loc.place_locked_item(RiskOfRainItem(f"Stage_{n}", ItemClassification.progression, None, player))
event_loc.show_in_spoiler = False
event_region.locations.append(event_loc)
victory_event = RiskOfRainLocation(player, "Victory", None, world_region)
victory_region = world.get_region("Victory", player)
victory_event = RiskOfRainLocation(player, "Victory", None, victory_region)
victory_event.place_locked_item(RiskOfRainItem("Victory", ItemClassification.progression, None, player))
world_region.locations.append(victory_event)
def create_region(world: MultiWorld, player: int, name: str, locations: List[str] = None) -> Region:
def create_region(world: MultiWorld, player: int, name: str, locations: Dict[str, int] = {}) -> Region:
ret = Region(name, RegionType.Generic, name, player, world)
if locations:
for location in locations:
loc_id = item_pickups[location]
location = RiskOfRainLocation(player, location, loc_id, ret)
ret.locations.append(location)
for location_name, location_id in locations.items():
ret.locations.append(RiskOfRainLocation(player, location_name, location_id, ret))
return ret