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RL: Rename Rogue Legacy Folder (#452)
* rename rogue legacy "`rogue-legacy` is not a valid python module name" * revert rename of the documentation file
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72
worlds/rogue_legacy/Regions.py
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72
worlds/rogue_legacy/Regions.py
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import typing
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from BaseClasses import MultiWorld, Region, RegionType, Entrance, ItemClassification
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from .Items import LegacyItem
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from .Locations import LegacyLocation, diary_location_table, location_table, base_location_table
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from .Names import LocationName, ItemName
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prog = ItemClassification.progression
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def create_regions(world, player: int):
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locations: typing.List[str] = []
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# Add required locations.
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locations += [location for location in base_location_table]
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locations += [location for location in diary_location_table]
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# Add chests per settings.
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if world.universal_fairy_chests[player]:
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fairies = int(world.fairy_chests_per_zone[player]) * 4
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for i in range(0, fairies):
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locations += [f"Fairy Chest {i + 1}"]
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else:
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fairies = int(world.fairy_chests_per_zone[player])
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for i in range(0, fairies):
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locations += [f"{LocationName.castle} - Fairy Chest {i + 1}"]
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locations += [f"{LocationName.garden} - Fairy Chest {i + 1}"]
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locations += [f"{LocationName.tower} - Fairy Chest {i + 1}"]
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locations += [f"{LocationName.dungeon} - Fairy Chest {i + 1}"]
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if world.universal_chests[player]:
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chests = int(world.chests_per_zone[player]) * 4
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for i in range(0, chests):
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locations += [f"Chest {i + 1}"]
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else:
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chests = int(world.chests_per_zone[player])
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for i in range(0, chests):
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locations += [f"{LocationName.castle} - Chest {i + 1}"]
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locations += [f"{LocationName.garden} - Chest {i + 1}"]
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locations += [f"{LocationName.tower} - Chest {i + 1}"]
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locations += [f"{LocationName.dungeon} - Chest {i + 1}"]
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# Set up the regions correctly.
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world.regions += [
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create_region(world, player, "Menu", None, [LocationName.outside]),
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create_region(world, player, LocationName.castle, locations),
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]
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# Connect entrances and set up events.
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world.get_entrance(LocationName.outside, player).connect(world.get_region(LocationName.castle, player))
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world.get_location(LocationName.castle, player).place_locked_item(LegacyItem(ItemName.boss_castle, prog, None, player))
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world.get_location(LocationName.garden, player).place_locked_item(LegacyItem(ItemName.boss_forest, prog, None, player))
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world.get_location(LocationName.tower, player).place_locked_item(LegacyItem(ItemName.boss_tower, prog, None, player))
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world.get_location(LocationName.dungeon, player).place_locked_item(LegacyItem(ItemName.boss_dungeon, prog, None, player))
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world.get_location(LocationName.fountain, player).place_locked_item(LegacyItem(ItemName.boss_fountain, prog, None, player))
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def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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# Shamelessly stolen from the ROR2 definition, lol
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ret = Region(name, RegionType.Generic, 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 = LegacyLocation(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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