139 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			139 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import string
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from .Items import RiskOfRainItem, item_table, item_pool_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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    """
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     Escape a chaotic alien planet by fighting through hordes of frenzied monsters – with your friends, or on your own.
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     Combine loot in surprising ways and master each character until you become the havoc you feared upon your
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     first crash landing.
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    """
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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 = item_table
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    location_name_to_id = location_table
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    data_version = 3
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    forced_auto_forfeit = True
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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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        # if presets are enabled generate junk_pool from the selected preset
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        pool_option = self.world.item_weights[self.player].value
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        if self.world.item_pool_presets[self.player].value:
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            # generate chaos weights if the preset is chosen
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            if pool_option == 5:
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                junk_pool = {
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                    "Item Scrap, Green": self.world.random.randint(0, 80),
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                    "Item Scrap, Red": self.world.random.randint(0, 45),
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                    "Item Scrap, Yellow": self.world.random.randint(0, 30),
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                    "Item Scrap, White": self.world.random.randint(0, 100),
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                    "Common Item": self.world.random.randint(0, 100),
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                    "Uncommon Item": self.world.random.randint(0, 70),
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                    "Legendary Item": self.world.random.randint(0, 30),
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                    "Boss Item": self.world.random.randint(0, 20),
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                    "Lunar Item": self.world.random.randint(0, 60),
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                    "Equipment": self.world.random.randint(0, 40)
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                }
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            else:
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                junk_pool = item_pool_weights[pool_option].copy()
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        else:  # generate junk pool from user created presets
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            junk_pool = {
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                "Item Scrap, Green": self.world.green_scrap[self.player].value,
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                "Item Scrap, Red": self.world.red_scrap[self.player].value,
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                "Item Scrap, Yellow": self.world.yellow_scrap[self.player].value,
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                "Item Scrap, White": self.world.white_scrap[self.player].value,
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                "Common Item": self.world.common_item[self.player].value,
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                "Uncommon Item": self.world.uncommon_item[self.player].value,
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                "Legendary Item": self.world.legendary_item[self.player].value,
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                "Boss Item": self.world.boss_item[self.player].value,
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                "Lunar Item": self.world.lunar_item[self.player].value,
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                "Equipment": self.world.equipment[self.player].value
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            }
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        # remove lunar items from the pool if they're disabled in the yaml unless lunartic is rolled
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        if not self.world.enable_lunar[self.player]:
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            if not pool_option == 4:
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                junk_pool.pop("Lunar Item")
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        # Generate item pool
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        itempool = []
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        # Add revive items for the player
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        itempool += ["Dio's Best Friend"] * int(self.world.total_revivals[self.player] / 100 * self.world.total_locations[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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                                                int(self.world.total_revivals[self.player] / 100 * self.world.total_locations[self.player]))
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        # Convert itempool into real items
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        itempool = list(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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            "totalRevivals": self.world.total_revivals[self.player].value,
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            "startWithDio": self.world.start_with_revive[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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# generate locations based on player setting
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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, 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[location]
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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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