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https://github.com/cave-story-randomizer/cave-story-randomizer
synced 2024-12-26 23:16:50 +00:00
adds two spawn points, arthur's house and camp
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e1811934d4
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@ -359,10 +359,10 @@ local function _itemData()
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----------------
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-- GAME MODES --
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----------------
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objBadEnd = objective("Bad Ending", "<FL+6003<EVE0091"),
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objNormalEnd = objective("Normal Ending", "<FL+6000<EVE0091"),
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objBestEnd = objective("Best Ending", "<FL+6001<EVE0091"),
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objAllBosses = objective("All Bosses", "<FL+6002<IT+0005<EVE0091")
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objBadEnd = objective("Bad Ending", "<FL+6003"),
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objNormalEnd = objective("Normal Ending", "<FL+6000"),
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objBestEnd = objective("Best Ending", "<FL+6001"),
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objAllBosses = objective("All Bosses", "<FL+6002<IT+0005")
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}
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local array = {}
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@ -16,9 +16,17 @@ function firstCave:new(worldGraph)
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firstCapsule = Location("First Cave Life Capsule", "Cave", "0401", self),
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gunsmithChest = Location("Hermit Gunsmith Chest", "Pole", "0202", self),
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gunsmith = Location("Tetsuzou", "Pole", "0303", self),
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objective = Location("Objective", "Start", "0201", self)
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objective = Location("Game Settings", "Start", "0201", self)
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}
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self.requirements = function(self, items)
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if world:StartPoint() then
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return true
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else
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return _has(items, "flight") and self.world.regions.mimigaVillage:canAccess(items)
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end
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end
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self.locations.gunsmith.requirements = function(self, items)
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return _has(items, "flight") and _has(items, "polarStar") and _has(items, "eventCore") and self.region.world.regions.mimigaVillage:canAccess(items)
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end
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@ -39,7 +47,11 @@ function mimigaVillage:new(worldGraph)
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}
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self.requirements = function(self, items)
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if self.world:StartPoint() then
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return _has(items, "weaponSN")
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elseif self.world:Camp() or self.world:Arthur() then
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return _has(items, "arthurKey") and self.world.regions.arthur:canAccess(items) or self.world.regions.waterway:canAccess(items)
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end
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end
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self.locations.assembly.requirements = function(self, items) return _has(items, "juice") end
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@ -70,8 +82,13 @@ function arthur:new(worldGraph)
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}
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self.requirements = function(self, items)
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if _has(items, "arthurKey") and _has(items, "weaponSN") then return true end
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return false
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if self.world:StartPoint() then
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return _has(items, "arthurKey") and _has(items, "weaponSN")
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elseif self.world:Camp() then
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return self.world.regions.labyrinthB:canAccess(items)
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elseif self.world:Arthur() then
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return true
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end
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end
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self.locations.risenBooster.requirements = function(self, items) return _has(items, "eventCore") end
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@ -170,7 +187,7 @@ function upperSandZone:new(worldGraph)
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}
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self.requirements = function(self, items)
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return self.world.regions.arthur:canAccess(items)
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return self.world.regions.arthur:canAccess(items) and _has(items, "weaponSN")
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end
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self.locations.curly.requirements = function(self, items) return _has(items, "polarStar") end
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@ -197,7 +214,11 @@ function lowerSandZone:new(worldGraph)
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}
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self.requirements = function(self, items)
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if self.world:StartPoint() or self.world:Arthur() then
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return _has(items, "eventOmega") and self.world.regions.upperSandZone:canAccess(items)
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elseif self.world:Camp() then
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return self.world.regions.labyrinthW:canAccess(items)
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end
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end
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self.locations.jenka.requirements = function(self, items) return _count(items, "puppy", 5) end
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@ -223,10 +244,14 @@ function labyrinthW:new(worldGraph)
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}
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self.requirements = function(self, items)
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if self.world:StartPoint() or self.world:Arthur() then
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if not self.world.regions.arthur:canAccess(items) then return false end
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if _has(items, "eventToroko") and self.world.regions.lowerSandZone:canAccess(items) then return true end
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if _has(items, "flight") and _has(items, "weaponBoss") and self.world.regions.labyrinthB:canAccess(items) then return true end
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return false
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elseif self.world:Camp() then
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return true
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end
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end
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self.locations.mazeCapsule.requirements = function(self, items) return _has(items, "weapon") end
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@ -245,7 +270,11 @@ function labyrinthB:new(worldGraph)
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}
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self.requirements = function(self, items)
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if self.world:StartPoint() or self.world:Arthur() then
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return self.world.regions.arthur:canAccess(items)
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elseif self.world:Camp() then
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return self.world.regions.labyrinthB:canAccess(items) and _has("weaponBoss")
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end
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end
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end
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@ -292,7 +321,6 @@ function waterway:new(worldGraph)
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}
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self.requirements = function(self, items)
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if not self.world.regions.arthur:canAccess(items) then return false end
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if _has(items, "airTank") and _has(items, "weaponBoss") and self.world.regions.labyrinthM:canAccess(items) then return true end
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return false
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end
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@ -410,6 +438,7 @@ local worldGraph = Class:extend()
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function worldGraph:new(items)
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self.items = items
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self.order = 0
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self.spawn = ""
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self.regions = {
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firstCave = firstCave(self),
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@ -433,6 +462,16 @@ function worldGraph:new(items)
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}
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end
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function worldGraph:StartPoint() return self.spawn == "Start Point" end
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function worldGraph:Arthur() return self.spawn == "Arthur's House" end
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function worldGraph:Camp() return self.spawn == "Camp" end
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function worldGraph:getSpawnScript()
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if self:StartPoint() then return "<FL+6200<EVE0091" end
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if self:Arthur() then return "<FL+6201<TRA0001:0094:0008:0004" end
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if self:Camp() then return "<FL+6202<TRA0040:0094:0014:0009" end
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end
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function worldGraph:getLocations()
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local locations = {}
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for key, region in pairs(self.regions) do
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@ -37,7 +37,6 @@ function C:new()
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self.obj = ""
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self.sharecode = ""
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self.mychar = ""
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self.spawn = ""
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end
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function C:setPath(path)
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@ -145,18 +144,25 @@ function C:getObjective()
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end
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function C:_shuffleItems(tscFiles)
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local obj = self:getObjective()
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obj.name = obj.name .. (", %s"):format(worldGraph.spawn)
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obj.script = obj.script .. worldGraph:getSpawnScript()
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-- place the objective scripts in Start Point
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self:_fastFillItems(self:getObjective(), self.worldGraph:getObjectiveSpot())
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if self.worldGraph:StartPoint() then
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-- first, fill one of the first cave spots with a weapon that can break blocks
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_.shuffle(self.worldGraph:getFirstCaveSpots())[1]:setItem(_.shuffle(self.itemDeck:getItemsByAttribute("weaponSN"))[1])
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elseif self.worldGraph:Camp() then
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-- give Dr. Gero a strong weapon... you'll need it
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self.worldGraph:getDrGero()[1]:setItem(_.shuffle(self.itemDeck:getItemsByAttribute("weaponStrong"))[1])
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end
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-- place the bomb on MALCO for bad end
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if self.obj == "objBadEnd" then
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self.worldGraph:getMALCO()[1]:setItem(self.itemDeck:getByKey("bomb"))
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end
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local mandatory = _.compact(_.shuffle(self.itemDeck:getMandatoryItems(true)))
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local optional = _.compact(_.shuffle(self.itemDeck:getOptionalItems(true)))
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local puppies = _.compact(_.shuffle(self.itemDeck:getItemsByAttribute("puppy")))
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