Added support for various avianart modes

Uncle boots hints
Some key logic re-working unsure if safe
This commit is contained in:
aerinon
2022-11-28 15:05:39 -07:00
parent fa75d2b4e9
commit 1134eb23e7
21 changed files with 2198 additions and 66 deletions

View File

@@ -6,7 +6,7 @@ import RaceRandom as random
from BaseClasses import Region, RegionType, Shop, ShopType, Location, CollectionState, PotItem
from EntranceShuffle import connect_entrance
from Regions import shop_to_location_table, retro_shops, shop_table_by_location, valid_pot_location
from Fill import FillError, fill_restrictive, get_dungeon_item_pool, is_dungeon_item
from Fill import FillError, fill_restrictive, get_dungeon_item_pool, track_dungeon_items, track_outside_keys
from PotShuffle import vanilla_pots
from Items import ItemFactory
@@ -391,8 +391,16 @@ def generate_itempool(world, player):
custom_medallions = medal_map[player]
if 'Misery Mire' in custom_medallions:
mm_medallion = custom_medallions['Misery Mire']
if isinstance(mm_medallion, dict):
mm_medallion = random.choices(list(mm_medallion.keys()), list(mm_medallion.values()), k=1)[0]
if mm_medallion == 'Random':
mm_medallion = None
if 'Turtle Rock' in custom_medallions:
tr_medallion = custom_medallions['Turtle Rock']
if isinstance(tr_medallion, dict):
tr_medallion = random.choices(list(tr_medallion.keys()), list(tr_medallion.values()), k=1)[0]
if tr_medallion == 'Random':
tr_medallion = None
if not mm_medallion:
mm_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
if not tr_medallion:
@@ -1261,31 +1269,86 @@ def fill_specific_items(world):
for player, placement_list in placements.items():
for location, item in placement_list.items():
loc = world.get_location(location, player)
item_parts = item.split('#')
item_player = player if len(item_parts) < 2 else int(item_parts[1])
item_name = item_parts[0]
event_flag = False
if is_dungeon_item(item_name, world, item_player):
item_to_place = next(x for x in dungeon_pool
if x.name == item_name and x.player == item_player)
dungeon_pool.remove(item_to_place)
event_flag = True
elif item_name in prize_set:
item_player = player # prizes must be for that player
item_to_place = ItemFactory(item_name, item_player)
prize_pool.remove(item_name)
event_flag = True
else:
item_to_place = next((x for x in world.itempool
if x.name == item_name and x.player == item_player), None)
if item_to_place is None:
item_to_place = ItemFactory(item_name, player)
else:
world.itempool.remove(item_to_place)
world.push_item(loc, item_to_place, False)
# track_outside_keys(item_to_place, spot_to_fill, world)
# track_dungeon_items(item_to_place, spot_to_fill, world)
loc.event = event_flag or item_to_place.advancement
item_to_place, event_flag = get_item_and_event_flag(item, world, player,
dungeon_pool, prize_set, prize_pool)
if item_to_place:
world.push_item(loc, item_to_place, False)
track_outside_keys(item_to_place, loc, world)
track_dungeon_items(item_to_place, loc, world)
loc.event = event_flag or item_to_place.advancement
advanced_placements = world.customizer.get_advanced_placements()
if advanced_placements:
for player, placement_list in advanced_placements.items():
for placement in placement_list:
if placement['type'] == 'LocationGroup':
item = placement['item']
item_to_place, event_flag = get_item_and_event_flag(item, world, player,
dungeon_pool, prize_set, prize_pool)
if not item_to_place:
continue
locations = placement['locations']
handled = False
while not handled:
if isinstance(locations, dict):
chosen_loc = random.choices(list(locations.keys()), list(locations.values()), k=1)[0]
else: # if isinstance(locations, list):
chosen_loc = random.choice(locations)
if chosen_loc == 'Random':
if is_dungeon_item(item_to_place.name, world, item_to_place.player):
dungeon_pool.append(item_to_place)
elif item_to_place.name in prize_set:
prize_pool.append(item_to_place.name)
else:
world.itempool.append(item_to_place)
else:
loc = world.get_location(chosen_loc, player)
if loc.item:
continue
world.push_item(loc, item_to_place, False)
track_outside_keys(item_to_place, loc, world)
track_dungeon_items(item_to_place, loc, world)
loc.event = (event_flag or item_to_place.advancement
or item_to_place.bigkey or item_to_place.smallkey)
handled = True
elif placement['type'] == 'NotLocationGroup':
item = placement['item']
item_parts = item.split('#')
item_player = player if len(item_parts) < 2 else int(item_parts[1])
item_name = item_parts[0]
world.item_pool_config.restricted[(item_name, item_player)] = placement['locations']
elif placement['type'] == 'PreferredLocationGroup':
item = placement['item']
item_parts = item.split('#')
item_player = player if len(item_parts) < 2 else int(item_parts[1])
item_name = item_parts[0]
world.item_pool_config.preferred[(item_name, item_player)] = placement['locations']
def get_item_and_event_flag(item, world, player, dungeon_pool, prize_set, prize_pool):
item_parts = item.split('#')
item_player = player if len(item_parts) < 2 else int(item_parts[1])
item_name = item_parts[0]
event_flag = False
if is_dungeon_item(item_name, world, item_player):
item_to_place = next(x for x in dungeon_pool
if x.name == item_name and x.player == item_player)
dungeon_pool.remove(item_to_place)
event_flag = True
elif item_name in prize_set:
item_player = player # prizes must be for that player
item_to_place = ItemFactory(item_name, item_player)
prize_pool.remove(item_name)
event_flag = True
else:
matcher = lambda x: x.name == item_name and x.player == item_player
if item_name == 'Bottle':
matcher = lambda x: x.name.startswith(item_name) and x.player == item_player
item_to_place = next((x for x in world.itempool if matcher(x)), None)
if item_to_place is None:
return None, event_flag
else:
world.itempool.remove(item_to_place)
return item_to_place, event_flag
def is_dungeon_item(item, world, player):