adds two spawn points, arthur's house and camp

This commit is contained in:
duncathan 2020-02-28 16:58:29 -06:00
parent e1811934d4
commit d2ec0d633f
3 changed files with 65 additions and 20 deletions

View file

@ -359,10 +359,10 @@ local function _itemData()
----------------
-- GAME MODES --
----------------
objBadEnd = objective("Bad Ending", "<FL+6003<EVE0091"),
objNormalEnd = objective("Normal Ending", "<FL+6000<EVE0091"),
objBestEnd = objective("Best Ending", "<FL+6001<EVE0091"),
objAllBosses = objective("All Bosses", "<FL+6002<IT+0005<EVE0091")
objBadEnd = objective("Bad Ending", "<FL+6003"),
objNormalEnd = objective("Normal Ending", "<FL+6000"),
objBestEnd = objective("Best Ending", "<FL+6001"),
objAllBosses = objective("All Bosses", "<FL+6002<IT+0005")
}
local array = {}

View file

@ -16,9 +16,17 @@ function firstCave:new(worldGraph)
firstCapsule = Location("First Cave Life Capsule", "Cave", "0401", self),
gunsmithChest = Location("Hermit Gunsmith Chest", "Pole", "0202", self),
gunsmith = Location("Tetsuzou", "Pole", "0303", self),
objective = Location("Objective", "Start", "0201", self)
objective = Location("Game Settings", "Start", "0201", self)
}
self.requirements = function(self, items)
if world:StartPoint() then
return true
else
return _has(items, "flight") and self.world.regions.mimigaVillage:canAccess(items)
end
end
self.locations.gunsmith.requirements = function(self, items)
return _has(items, "flight") and _has(items, "polarStar") and _has(items, "eventCore") and self.region.world.regions.mimigaVillage:canAccess(items)
end
@ -39,7 +47,11 @@ function mimigaVillage:new(worldGraph)
}
self.requirements = function(self, items)
if self.world:StartPoint() then
return _has(items, "weaponSN")
elseif self.world:Camp() or self.world:Arthur() then
return _has(items, "arthurKey") and self.world.regions.arthur:canAccess(items) or self.world.regions.waterway:canAccess(items)
end
end
self.locations.assembly.requirements = function(self, items) return _has(items, "juice") end
@ -70,8 +82,13 @@ function arthur:new(worldGraph)
}
self.requirements = function(self, items)
if _has(items, "arthurKey") and _has(items, "weaponSN") then return true end
return false
if self.world:StartPoint() then
return _has(items, "arthurKey") and _has(items, "weaponSN")
elseif self.world:Camp() then
return self.world.regions.labyrinthB:canAccess(items)
elseif self.world:Arthur() then
return true
end
end
self.locations.risenBooster.requirements = function(self, items) return _has(items, "eventCore") end
@ -170,7 +187,7 @@ function upperSandZone:new(worldGraph)
}
self.requirements = function(self, items)
return self.world.regions.arthur:canAccess(items)
return self.world.regions.arthur:canAccess(items) and _has(items, "weaponSN")
end
self.locations.curly.requirements = function(self, items) return _has(items, "polarStar") end
@ -197,7 +214,11 @@ function lowerSandZone:new(worldGraph)
}
self.requirements = function(self, items)
if self.world:StartPoint() or self.world:Arthur() then
return _has(items, "eventOmega") and self.world.regions.upperSandZone:canAccess(items)
elseif self.world:Camp() then
return self.world.regions.labyrinthW:canAccess(items)
end
end
self.locations.jenka.requirements = function(self, items) return _count(items, "puppy", 5) end
@ -223,10 +244,14 @@ function labyrinthW:new(worldGraph)
}
self.requirements = function(self, items)
if self.world:StartPoint() or self.world:Arthur() then
if not self.world.regions.arthur:canAccess(items) then return false end
if _has(items, "eventToroko") and self.world.regions.lowerSandZone:canAccess(items) then return true end
if _has(items, "flight") and _has(items, "weaponBoss") and self.world.regions.labyrinthB:canAccess(items) then return true end
return false
elseif self.world:Camp() then
return true
end
end
self.locations.mazeCapsule.requirements = function(self, items) return _has(items, "weapon") end
@ -245,7 +270,11 @@ function labyrinthB:new(worldGraph)
}
self.requirements = function(self, items)
if self.world:StartPoint() or self.world:Arthur() then
return self.world.regions.arthur:canAccess(items)
elseif self.world:Camp() then
return self.world.regions.labyrinthB:canAccess(items) and _has("weaponBoss")
end
end
end
@ -292,7 +321,6 @@ function waterway:new(worldGraph)
}
self.requirements = function(self, items)
if not self.world.regions.arthur:canAccess(items) then return false end
if _has(items, "airTank") and _has(items, "weaponBoss") and self.world.regions.labyrinthM:canAccess(items) then return true end
return false
end
@ -410,6 +438,7 @@ local worldGraph = Class:extend()
function worldGraph:new(items)
self.items = items
self.order = 0
self.spawn = ""
self.regions = {
firstCave = firstCave(self),
@ -433,6 +462,16 @@ function worldGraph:new(items)
}
end
function worldGraph:StartPoint() return self.spawn == "Start Point" end
function worldGraph:Arthur() return self.spawn == "Arthur's House" end
function worldGraph:Camp() return self.spawn == "Camp" end
function worldGraph:getSpawnScript()
if self:StartPoint() then return "<FL+6200<EVE0091" end
if self:Arthur() then return "<FL+6201<TRA0001:0094:0008:0004" end
if self:Camp() then return "<FL+6202<TRA0040:0094:0014:0009" end
end
function worldGraph:getLocations()
local locations = {}
for key, region in pairs(self.regions) do

View file

@ -37,7 +37,6 @@ function C:new()
self.obj = ""
self.sharecode = ""
self.mychar = ""
self.spawn = ""
end
function C:setPath(path)
@ -145,18 +144,25 @@ function C:getObjective()
end
function C:_shuffleItems(tscFiles)
local obj = self:getObjective()
obj.name = obj.name .. (", %s"):format(worldGraph.spawn)
obj.script = obj.script .. worldGraph:getSpawnScript()
-- place the objective scripts in Start Point
self:_fastFillItems(self:getObjective(), self.worldGraph:getObjectiveSpot())
if self.worldGraph:StartPoint() then
-- first, fill one of the first cave spots with a weapon that can break blocks
_.shuffle(self.worldGraph:getFirstCaveSpots())[1]:setItem(_.shuffle(self.itemDeck:getItemsByAttribute("weaponSN"))[1])
elseif self.worldGraph:Camp() then
-- give Dr. Gero a strong weapon... you'll need it
self.worldGraph:getDrGero()[1]:setItem(_.shuffle(self.itemDeck:getItemsByAttribute("weaponStrong"))[1])
end
-- place the bomb on MALCO for bad end
if self.obj == "objBadEnd" then
self.worldGraph:getMALCO()[1]:setItem(self.itemDeck:getByKey("bomb"))
end
local mandatory = _.compact(_.shuffle(self.itemDeck:getMandatoryItems(true)))
local optional = _.compact(_.shuffle(self.itemDeck:getOptionalItems(true)))
local puppies = _.compact(_.shuffle(self.itemDeck:getItemsByAttribute("puppy")))