Retro to match Bonta solution

Minor gui updates
This commit is contained in:
aerinon
2020-01-06 15:54:59 -07:00
6 changed files with 71 additions and 39 deletions

View File

@@ -3,6 +3,8 @@ from enum import Enum, unique
import logging import logging
import json import json
from collections import OrderedDict from collections import OrderedDict
from EntranceShuffle import door_addresses
from _vendor.collections_extended import bag from _vendor.collections_extended import bag
from Utils import int16_as_bytes from Utils import int16_as_bytes
from Tables import normal_offset_table, spiral_offset_table from Tables import normal_offset_table, spiral_offset_table
@@ -1244,10 +1246,9 @@ class ShopType(Enum):
UpgradeShop = 2 UpgradeShop = 2
class Shop(object): class Shop(object):
def __init__(self, region, room_id, default_door_id, type, shopkeeper_config, replaceable): def __init__(self, region, room_id, type, shopkeeper_config, replaceable):
self.region = region self.region = region
self.room_id = room_id self.room_id = room_id
self.default_door_id = default_door_id
self.type = type self.type = type
self.inventory = [None, None, None] self.inventory = [None, None, None]
self.shopkeeper_config = shopkeeper_config self.shopkeeper_config = shopkeeper_config
@@ -1265,10 +1266,8 @@ class Shop(object):
# [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index] # [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index]
entrances = self.region.entrances entrances = self.region.entrances
config = self.item_count config = self.item_count
if len(entrances) == 1 and entrances[0].addresses: if len(entrances) == 1 and entrances[0].name in door_addresses:
door_id = entrances[0].addresses+1 door_id = door_addresses[entrances[0].name][0]+1
elif self.default_door_id is not None:
door_id = self.default_door_id
else: else:
door_id = 0 door_id = 0
config |= 0x40 # ignore door id config |= 0x40 # ignore door id

37
Gui.py
View File

@@ -90,6 +90,34 @@ def guiMain(args=None):
fileDialogFrame = Frame(rightHalfFrame) fileDialogFrame = Frame(rightHalfFrame)
heartbeepFrame = Frame(fileDialogFrame)
heartbeepVar = StringVar()
heartbeepVar.set('normal')
heartbeepOptionMenu = OptionMenu(heartbeepFrame, heartbeepVar, 'double', 'normal', 'half', 'quarter', 'off')
heartbeepOptionMenu.pack(side=RIGHT)
heartbeepLabel = Label(heartbeepFrame, text='Heartbeep sound rate')
heartbeepLabel.pack(side=LEFT, padx=(0,52))
heartcolorFrame = Frame(fileDialogFrame)
heartcolorVar = StringVar()
heartcolorVar.set('red')
heartcolorOptionMenu = OptionMenu(heartcolorFrame, heartcolorVar, 'red', 'blue', 'green', 'yellow', 'random')
heartcolorOptionMenu.pack(side=RIGHT)
heartcolorLabel = Label(heartcolorFrame, text='Heart color')
heartcolorLabel.pack(side=LEFT, padx=(0,127))
fastMenuFrame = Frame(fileDialogFrame)
fastMenuVar = StringVar()
fastMenuVar.set('normal')
fastMenuOptionMenu = OptionMenu(fastMenuFrame, fastMenuVar, 'normal', 'instant', 'double', 'triple', 'quadruple', 'half')
fastMenuOptionMenu.pack(side=RIGHT)
fastMenuLabel = Label(fastMenuFrame, text='Menu speed')
fastMenuLabel.pack(side=LEFT, padx=(0,100))
heartbeepFrame.pack(expand=True, anchor=E)
heartcolorFrame.pack(expand=True, anchor=E)
fastMenuFrame.pack(expand=True, anchor=E)
romDialogFrame = Frame(fileDialogFrame) romDialogFrame = Frame(fileDialogFrame)
baseRomLabel = Label(romDialogFrame, text='Base Rom') baseRomLabel = Label(romDialogFrame, text='Base Rom')
romVar = StringVar() romVar = StringVar()
@@ -144,7 +172,7 @@ def guiMain(args=None):
modeVar.set('open') modeVar.set('open')
modeOptionMenu = OptionMenu(modeFrame, modeVar, 'standard', 'open', 'inverted') modeOptionMenu = OptionMenu(modeFrame, modeVar, 'standard', 'open', 'inverted')
modeOptionMenu.pack(side=RIGHT) modeOptionMenu.pack(side=RIGHT)
modeLabel = Label(modeFrame, text='Game Mode') modeLabel = Label(modeFrame, text='Game mode')
modeLabel.pack(side=LEFT) modeLabel.pack(side=LEFT)
logicFrame = Frame(drowDownFrame) logicFrame = Frame(drowDownFrame)
@@ -208,7 +236,7 @@ def guiMain(args=None):
difficultyVar.set('normal') difficultyVar.set('normal')
difficultyOptionMenu = OptionMenu(difficultyFrame, difficultyVar, 'normal', 'hard', 'expert') difficultyOptionMenu = OptionMenu(difficultyFrame, difficultyVar, 'normal', 'hard', 'expert')
difficultyOptionMenu.pack(side=RIGHT) difficultyOptionMenu.pack(side=RIGHT)
difficultyLabel = Label(difficultyFrame, text='Game difficulty') difficultyLabel = Label(difficultyFrame, text='Difficulty: item pool')
difficultyLabel.pack(side=LEFT) difficultyLabel.pack(side=LEFT)
timerFrame = Frame(drowDownFrame) timerFrame = Frame(drowDownFrame)
@@ -1137,10 +1165,15 @@ def guiMain(args=None):
if args.seed: if args.seed:
seedVar.set(str(args.seed)) seedVar.set(str(args.seed))
modeVar.set(args.mode) modeVar.set(args.mode)
swordsVar.set(args.swords)
difficultyVar.set(args.difficulty) difficultyVar.set(args.difficulty)
itemFuncVar.set(args.item_functionality)
timerVar.set(args.timer) timerVar.set(args.timer)
progressiveVar.set(args.progressive) progressiveVar.set(args.progressive)
accessibilityVar.set(args.accessibility)
goalVar.set(args.goal) goalVar.set(args.goal)
crystalsGTVar.set(args.crystals_gt)
crystalsGanonVar.set(args.crystals_ganon)
algorithmVar.set(args.algorithm) algorithmVar.set(args.algorithm)
shuffleVar.set(args.shuffle) shuffleVar.set(args.shuffle)
doorShuffleVar.set(args.door_shuffle) doorShuffleVar.set(args.door_shuffle)

View File

@@ -302,16 +302,16 @@ def create_inverted_regions(world, player):
create_cave_region(player, 'The Sky', 'A Dark Sky', None, ['DDM Landing','NEDW Landing', 'WDW Landing', 'SDW Landing', 'EDW Landing', 'DD Landing', 'DLHL Landing']) create_cave_region(player, 'The Sky', 'A Dark Sky', None, ['DDM Landing','NEDW Landing', 'WDW Landing', 'SDW Landing', 'EDW Landing', 'DD Landing', 'DLHL Landing'])
] ]
for region_name, (room_id, default_door_id, shopkeeper, replaceable) in shop_table.items(): for region_name, (room_id, shopkeeper, replaceable) in shop_table.items():
region = world.get_region(region_name, player) region = world.get_region(region_name, player)
shop = Shop(region, room_id, default_door_id, ShopType.Shop, shopkeeper, replaceable) shop = Shop(region, room_id, ShopType.Shop, shopkeeper, replaceable)
region.shop = shop region.shop = shop
world.shops.append(shop) world.shops.append(shop)
for index, (item, price) in enumerate(default_shop_contents[region_name]): for index, (item, price) in enumerate(default_shop_contents[region_name]):
shop.add_inventory(index, item, price) shop.add_inventory(index, item, price)
region = world.get_region('Capacity Upgrade', player) region = world.get_region('Capacity Upgrade', player)
shop = Shop(region, 0x0115, 0x5D, ShopType.UpgradeShop, 0x04, True) shop = Shop(region, 0x0115, ShopType.UpgradeShop, 0x04, True)
region.shop = shop region.shop = shop
world.shops.append(shop) world.shops.append(shop)
shop.add_inventory(0, 'Bomb Upgrade (+5)', 100, 7) shop.add_inventory(0, 'Bomb Upgrade (+5)', 100, 7)
@@ -373,18 +373,18 @@ def mark_dark_world_regions(world):
seen.add(exit.connected_region) seen.add(exit.connected_region)
queue.append(exit.connected_region) queue.append(exit.connected_region)
# (room_id, default_door_id, shopkeeper, replaceable) # (room_id, shopkeeper, replaceable)
shop_table = { shop_table = {
'Cave Shop (Dark Death Mountain)': (0x0112, 0x6E, 0xC1, True), 'Cave Shop (Dark Death Mountain)': (0x0112, 0xC1, True),
'Red Shield Shop': (0x0110, 0x75, 0xC1, True), 'Red Shield Shop': (0x0110, 0xC1, True),
'Dark Lake Hylia Shop': (0x010F, 0x74, 0xC1, True), 'Dark Lake Hylia Shop': (0x010F, 0xC1, True),
'Dark World Lumberjack Shop': (0x010F, 0x57, 0xC1, True), 'Dark World Lumberjack Shop': (0x010F, 0xC1, True),
'Village of Outcasts Shop': (0x010F, 0x60, 0xC1, True), 'Village of Outcasts Shop': (0x010F, 0xC1, True),
'Dark World Potion Shop': (0x010F, 0x6F, 0xC1, True), 'Dark World Potion Shop': (0x010F, 0xC1, True),
'Light World Death Mountain Shop': (0x00FF, None, 0xA0, True), 'Light World Death Mountain Shop': (0x00FF, 0xA0, True),
'Kakariko Shop': (0x011F, 0x46, 0xA0, True), 'Kakariko Shop': (0x011F, 0xA0, True),
'Cave Shop (Lake Hylia)': (0x0112, 0x58, 0xA0, True), 'Cave Shop (Lake Hylia)': (0x0112, 0xA0, True),
'Potion Shop': (0x0109, 0x4C, 0xFF, False), 'Potion Shop': (0x0109, 0xFF, False),
# Bomb Shop not currently modeled as a shop, due to special nature of items # Bomb Shop not currently modeled as a shop, due to special nature of items
} }
# region, [item] # region, [item]

View File

@@ -267,7 +267,7 @@ def set_up_take_anys(world, player):
entrance = world.get_region(reg, player).entrances[0] entrance = world.get_region(reg, player).entrances[0]
connect_entrance(world, entrance, old_man_take_any, player) connect_entrance(world, entrance, old_man_take_any, player)
entrance.target = 0x58 entrance.target = 0x58
old_man_take_any.shop = Shop(old_man_take_any, 0x0112, None, ShopType.TakeAny, 0xE2, True) old_man_take_any.shop = Shop(old_man_take_any, 0x0112, ShopType.TakeAny, 0xE2, True)
world.shops.append(old_man_take_any.shop) world.shops.append(old_man_take_any.shop)
old_man_take_any.shop.active = True old_man_take_any.shop.active = True
@@ -290,7 +290,7 @@ def set_up_take_anys(world, player):
entrance = world.get_region(reg, player).entrances[0] entrance = world.get_region(reg, player).entrances[0]
connect_entrance(world, entrance, take_any, player) connect_entrance(world, entrance, take_any, player)
entrance.target = target entrance.target = target
take_any.shop = Shop(take_any, room_id, None, ShopType.TakeAny, 0xE3, True) take_any.shop = Shop(take_any, room_id, ShopType.TakeAny, 0xE3, True)
world.shops.append(take_any.shop) world.shops.append(take_any.shop)
take_any.shop.active = True take_any.shop.active = True
take_any.shop.add_inventory(0, 'Blue Potion', 0, 0) take_any.shop.add_inventory(0, 'Blue Potion', 0, 0)

View File

@@ -290,7 +290,7 @@ def copy_dynamic_regions_and_locations(world, ret):
# Note: ideally exits should be copied here, but the current use case (Take anys) do not require this # Note: ideally exits should be copied here, but the current use case (Take anys) do not require this
if region.shop: if region.shop:
new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.default_door_id, region.shop.type, region.shop.shopkeeper_config, region.shop.replaceable) new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.type, region.shop.shopkeeper_config, region.shop.replaceable)
ret.shops.append(new_reg.shop) ret.shops.append(new_reg.shop)
for location in world.dynamic_locations: for location in world.dynamic_locations:

View File

@@ -705,16 +705,16 @@ def create_regions(world, player):
create_dungeon_region(player, 'GT Agahnim 2', 'Ganon\'s Tower', ['Agahnim 2'], ['GT Agahnim 2 SW']) create_dungeon_region(player, 'GT Agahnim 2', 'Ganon\'s Tower', ['Agahnim 2'], ['GT Agahnim 2 SW'])
] ]
for region_name, (room_id, default_door_id, shopkeeper, replaceable) in shop_table.items(): for region_name, (room_id, shopkeeper, replaceable) in shop_table.items():
region = world.get_region(region_name, player) region = world.get_region(region_name, player)
shop = Shop(region, room_id, default_door_id, ShopType.Shop, shopkeeper, replaceable) shop = Shop(region, room_id, ShopType.Shop, shopkeeper, replaceable)
region.shop = shop region.shop = shop
world.shops.append(shop) world.shops.append(shop)
for index, (item, price) in enumerate(default_shop_contents[region_name]): for index, (item, price) in enumerate(default_shop_contents[region_name]):
shop.add_inventory(index, item, price) shop.add_inventory(index, item, price)
region = world.get_region('Capacity Upgrade', player) region = world.get_region('Capacity Upgrade', player)
shop = Shop(region, 0x0115, 0x5D, ShopType.UpgradeShop, 0x04, True) shop = Shop(region, 0x0115, ShopType.UpgradeShop, 0x04, True)
region.shop = shop region.shop = shop
world.shops.append(shop) world.shops.append(shop)
shop.add_inventory(0, 'Bomb Upgrade (+5)', 100, 7) shop.add_inventory(0, 'Bomb Upgrade (+5)', 100, 7)
@@ -780,18 +780,18 @@ def mark_light_world_regions(world):
seen.add(exit.connected_region) seen.add(exit.connected_region)
queue.append(exit.connected_region) queue.append(exit.connected_region)
# (room_id, default_door_id, shopkeeper, replaceable) # (room_id, shopkeeper, replaceable)
shop_table = { shop_table = {
'Cave Shop (Dark Death Mountain)': (0x0112, 0x6E, 0xC1, True), 'Cave Shop (Dark Death Mountain)': (0x0112, 0xC1, True),
'Red Shield Shop': (0x0110, 0x75, 0xC1, True), 'Red Shield Shop': (0x0110, 0xC1, True),
'Dark Lake Hylia Shop': (0x010F, 0x74, 0xC1, True), 'Dark Lake Hylia Shop': (0x010F, 0xC1, True),
'Dark World Lumberjack Shop': (0x010F, 0x57, 0xC1, True), 'Dark World Lumberjack Shop': (0x010F, 0xC1, True),
'Village of Outcasts Shop': (0x010F, 0x60, 0xC1, True), 'Village of Outcasts Shop': (0x010F, 0xC1, True),
'Dark World Potion Shop': (0x010F, 0x6F, 0xC1, True), 'Dark World Potion Shop': (0x010F, 0xC1, True),
'Light World Death Mountain Shop': (0x00FF, None, 0xA0, True), 'Light World Death Mountain Shop': (0x00FF, 0xA0, True),
'Kakariko Shop': (0x011F, 0x46, 0xA0, True), 'Kakariko Shop': (0x011F, 0xA0, True),
'Cave Shop (Lake Hylia)': (0x0112, 0x58, 0xA0, True), 'Cave Shop (Lake Hylia)': (0x0112, 0xA0, True),
'Potion Shop': (0x0109, 0x4C, 0xFF, False), 'Potion Shop': (0x0109, 0xFF, False),
# Bomb Shop not currently modeled as a shop, due to special nature of items # Bomb Shop not currently modeled as a shop, due to special nature of items
} }
# region, [item] # region, [item]