106 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			106 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import typing
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| 
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| from BaseClasses import Item, MultiWorld
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| from .Items import LegacyItem, ItemData, item_table, vendors_table, static_classes_table, progressive_classes_table, \
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|     skill_unlocks_table, blueprints_table, runes_table, misc_items_table
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| from .Locations import LegacyLocation, location_table, base_location_table
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| from .Options import legacy_options
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| from .Regions import create_regions
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| from .Rules import set_rules
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| from .Names import ItemName
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| from ..AutoWorld import World
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| 
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| 
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| class LegacyWorld(World):
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|     """
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|     Rogue Legacy is a genealogical rogue-"LITE" where anyone can be a hero. Each time you die, your child will succeed
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|     you. Every child is unique. One child might be colorblind, another might have vertigo-- they could even be a dwarf.
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|     But that's OK, because no one is perfect, and you don't have to be to succeed.
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|     """
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|     game: str = "Rogue Legacy"
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|     options = legacy_options
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|     topology_present = False
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|     data_version = 1
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| 
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|     item_name_to_id = {name: data.code for name, data in item_table.items()}
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|     location_name_to_id = location_table
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| 
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|     def _get_slot_data(self):
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|         return {
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|             "starting_gender": self.world.starting_gender[self.player],
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|             "starting_class": self.world.starting_class[self.player],
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|             "new_game_plus": self.world.new_game_plus[self.player],
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|             "fairy_chests_per_zone": self.world.fairy_chests_per_zone[self.player],
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|             "chests_per_zone": self.world.chests_per_zone[self.player],
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|             "vendors": self.world.vendors[self.player],
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|             "disable_charon": self.world.disable_charon[self.player],
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|             "require_purchasing": self.world.require_purchasing[self.player],
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|             "gold_gain_multiplier": self.world.gold_gain_multiplier[self.player],
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|             "number_of_children": self.world.number_of_children[self.player],
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|             "death_link": self.world.death_link[self.player],
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|         }
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| 
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|     def _create_items(self, name: str):
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|         data = item_table[name]
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|         return [self.create_item(name)] * data.quantity
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| 
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|     def fill_slot_data(self) -> dict:
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|         slot_data = self._get_slot_data()
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|         for option_name in legacy_options:
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|             option = getattr(self.world, option_name)[self.player]
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|             slot_data[option_name] = option.value
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| 
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|         return slot_data
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| 
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|     def generate_basic(self):
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|         itempool: typing.List[LegacyItem] = []
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|         total_required_locations = 61 + (self.world.chests_per_zone[self.player] * 4) + (self.world.fairy_chests_per_zone[self.player] * 4)
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| 
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|         # Fill item pool with all required items
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|         for item in {**skill_unlocks_table, **blueprints_table, **runes_table}:
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|             # if Haggling, do not add if Disable Charon.
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|             if item == ItemName.haggling and self.world.disable_charon[self.player] == 1:
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|                 continue
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|             itempool += self._create_items(item)
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|             
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|         # Add specific classes into the pool. Eventually, will be able to shuffle the starting ones, but until then...
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|         itempool += [
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|             self.create_item(ItemName.paladin),
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|             self.create_item(ItemName.archmage),
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|             self.create_item(ItemName.barbarian_king),
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|             self.create_item(ItemName.assassin),
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|             self.create_item(ItemName.dragon),
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|             self.create_item(ItemName.traitor),
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|             *self._create_items(ItemName.progressive_shinobi),
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|             *self._create_items(ItemName.progressive_miner),
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|             *self._create_items(ItemName.progressive_lich),
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|             *self._create_items(ItemName.progressive_spellthief),
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|         ]
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| 
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|         # Check if we need to start with these vendors or put them in the pool.
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|         if self.world.vendors[self.player] == "start_unlocked":
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|             self.world.push_precollected(self.world.create_item(ItemName.blacksmith, self.player))
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|             self.world.push_precollected(self.world.create_item(ItemName.enchantress, self.player))
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|         else:
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|             itempool += [self.create_item(ItemName.blacksmith), self.create_item(ItemName.enchantress)]
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| 
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|         # Add Arcitect.
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|         itempool += [self.create_item(ItemName.architect)]
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|             
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|         # Fill item pool with the remaining
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|         for _ in range(len(itempool), total_required_locations):
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|             item = self.world.random.choice(list(misc_items_table.keys()))
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|             itempool += [self.create_item(item)]
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| 
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|         self.world.itempool += itempool
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| 
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|     def create_regions(self):
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|         create_regions(self.world, self.player)
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| 
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|     def create_item(self, name: str) -> Item:
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|         data = item_table[name]
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|         return LegacyItem(name, data.progression, data.code, self.player)
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| 
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|     def set_rules(self):
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|         set_rules(self.world, self.player)
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