 2af510328e
			
		
	
	2af510328e
	
	
	
		
			
			* rename references to `Multiworld` in core to `multiworld` instead of `world` * fix smz3 * fix oot * fix low hanging fruit * revert mysteriously broken spacing in world api.md * fix more randomly broken spacing * hate * that better be all of it * begrudgingly move over smw * ._. * missed some worlds * this is getting tedious now * Missed some self.world definitions Co-authored-by: espeon65536 <espeon65536@gmail.com> Co-authored-by: Zach Parks <zach@alliware.com>
		
			
				
	
	
		
			159 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			159 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import string
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| from typing import Dict, List
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| from .Items import RiskOfRainItem, item_table, item_pool_weights
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| from .Locations import RiskOfRainLocation, item_pickups
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| from .Rules import set_rules
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| 
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| from BaseClasses import Region, RegionType, Entrance, Item, ItemClassification, MultiWorld, Tutorial
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| from .Options import ror2_options, ItemWeights
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| from worlds.AutoWorld import World, WebWorld
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| 
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| client_version = 1
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| 
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| 
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| class RiskOfWeb(WebWorld):
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|     tutorials = [Tutorial(
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|         "Multiworld Setup Guide",
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|         "A guide to setting up the Risk of Rain 2 integration for Archipelago multiworld games.",
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|         "English",
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|         "setup_en.md",
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|         "setup/en",
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|         ["Ijwu"]
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|     )]
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| 
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| 
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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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|     option_definitions = ror2_options
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|     topology_present = False
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| 
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|     item_name_to_id = item_table
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|     location_name_to_id = item_pickups
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| 
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|     data_version = 4
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|     forced_auto_forfeit = True
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|     web = RiskOfWeb()
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|     total_revivals: int
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| 
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|     def generate_early(self) -> None:
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|         # figure out how many revivals should exist in the pool
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|         self.total_revivals = int(self.multiworld.total_revivals[self.player].value / 100 *
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|                                   self.multiworld.total_locations[self.player].value)
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| 
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|     def generate_basic(self) -> None:
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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.multiworld.start_with_revive[self.player].value:
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|             self.multiworld.push_precollected(self.multiworld.create_item("Dio's Best Friend", self.player))
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| 
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|         # if presets are enabled generate junk_pool from the selected preset
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|         pool_option = self.multiworld.item_weights[self.player].value
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|         junk_pool: Dict[str, int] = {}
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|         if self.multiworld.item_pool_presets[self.player]:
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|             # generate chaos weights if the preset is chosen
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|             if pool_option == ItemWeights.option_chaos:
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|                 for name, max_value in item_pool_weights[pool_option].items():
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|                     junk_pool[name] = self.multiworld.random.randint(0, max_value)
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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.multiworld.green_scrap[self.player].value,
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|                 "Item Scrap, Red": self.multiworld.red_scrap[self.player].value,
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|                 "Item Scrap, Yellow": self.multiworld.yellow_scrap[self.player].value,
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|                 "Item Scrap, White": self.multiworld.white_scrap[self.player].value,
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|                 "Common Item": self.multiworld.common_item[self.player].value,
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|                 "Uncommon Item": self.multiworld.uncommon_item[self.player].value,
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|                 "Legendary Item": self.multiworld.legendary_item[self.player].value,
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|                 "Boss Item": self.multiworld.boss_item[self.player].value,
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|                 "Lunar Item": self.multiworld.lunar_item[self.player].value,
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|                 "Equipment": self.multiworld.equipment[self.player].value
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|             }
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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.multiworld.enable_lunar[self.player] or pool_option == ItemWeights.option_lunartic):
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|             junk_pool.pop("Lunar Item")
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| 
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|         # Generate item pool
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|         itempool: List = []
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|         # Add revive items for the player
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|         itempool += ["Dio's Best Friend"] * self.total_revivals
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| 
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|         # Fill remaining items with randomly generated junk
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|         itempool += self.multiworld.random.choices(list(junk_pool.keys()), weights=list(junk_pool.values()),
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|                                               k=self.multiworld.total_locations[self.player].value - self.total_revivals)
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| 
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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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| 
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|         self.multiworld.itempool += itempool
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| 
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|     def set_rules(self) -> None:
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|         set_rules(self.multiworld, self.player)
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| 
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|     def create_regions(self) -> None:
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|         menu = create_region(self.multiworld, self.player, "Menu")
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|         petrichor = create_region(self.multiworld, self.player, "Petrichor V",
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|                                   [f"ItemPickup{i + 1}" for i in range(self.multiworld.total_locations[self.player].value)])
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| 
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|         connection = Entrance(self.player, "Lobby", menu)
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|         menu.exits.append(connection)
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|         connection.connect(petrichor)
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| 
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|         self.multiworld.regions += [menu, petrichor]
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| 
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|         create_events(self.multiworld, self.player)
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| 
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|     def fill_slot_data(self):
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|         return {
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|             "itemPickupStep": self.multiworld.item_pickup_step[self.player].value,
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|             "seed": "".join(self.multiworld.slot_seeds[self.player].choice(string.digits) for _ in range(16)),
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|             "totalLocations": self.multiworld.total_locations[self.player].value,
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|             "totalRevivals": self.multiworld.total_revivals[self.player].value,
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|             "startWithDio": self.multiworld.start_with_revive[self.player].value,
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|             "FinalStageDeath": self.multiworld.final_stage_death[self.player].value
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|         }
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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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|         if name == "Dio's Best Friend":
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|             classification = ItemClassification.progression
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|         elif name in {"Equipment", "Legendary Item"}:
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|             classification = ItemClassification.useful
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|         else:
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|             classification = ItemClassification.filler
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|         item = RiskOfRainItem(name, classification, item_id, self.player)
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|         return item
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| 
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| 
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| def create_events(world: MultiWorld, player: int) -> None:
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|     total_locations = world.total_locations[player].value
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|     num_of_events = total_locations // 25
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|     if total_locations / 25 == num_of_events:
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|         num_of_events -= 1
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|     world_region = world.get_region("Petrichor V", player)
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| 
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|     for i in range(num_of_events):
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|         event_loc = RiskOfRainLocation(player, f"Pickup{(i + 1) * 25}", None, world_region)
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|         event_loc.place_locked_item(RiskOfRainItem(f"Pickup{(i + 1) * 25}", ItemClassification.progression, None, player))
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|         event_loc.access_rule(lambda state, i=i: state.can_reach(f"ItemPickup{((i + 1) * 25) - 1}", player))
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|         world_region.locations.append(event_loc)
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| 
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|     victory_event = RiskOfRainLocation(player, "Victory", None, world_region)
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|     victory_event.place_locked_item(RiskOfRainItem("Victory", ItemClassification.progression, None, player))
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|     world_region.locations.append(victory_event)
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| 
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| 
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| def create_region(world: MultiWorld, player: int, name: str, locations: List[str] = None) -> Region:
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|     ret = Region(name, RegionType.Generic, name, player, world)
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|     if locations:
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|         for location in locations:
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|             loc_id = item_pickups[location]
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|             location = RiskOfRainLocation(player, location, loc_id, ret)
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|             ret.locations.append(location)
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|     return ret
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