Shopsanity price re-work
This commit is contained in:
36
Fill.py
36
Fill.py
@@ -534,6 +534,30 @@ def balance_money_progression(world):
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'TR Rupees': 270, 'PoD Dark Basement': 270}
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'TR Rupees': 270, 'PoD Dark Basement': 270}
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acceptable_balancers = ['Bombs (3)', 'Arrows (10)', 'Bombs (10)']
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acceptable_balancers = ['Bombs (3)', 'Arrows (10)', 'Bombs (10)']
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base_value = sum(rupee_rooms.values())
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available_money = {player: base_value for player in range(1, world.players+1)}
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for loc in world.get_locations():
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if loc.item.name in rupee_chart:
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available_money[loc.item.player] += rupee_chart[loc.item.name]
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total_price = {player: 0 for player in range(1, world.players+1)}
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for player in range(1, world.players+1):
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for shop, loc_list in shop_to_location_table.items():
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for loc in loc_list:
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loc = world.get_location(loc, player)
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slot = shop_to_location_table[loc.parent_region.name].index(loc.name)
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shop = loc.parent_region.shop
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shop_item = shop.inventory[slot]
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if shop_item:
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total_price[player] += shop_item['price']
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total_price[player] += 110 + sum(pay_for_locations.values())
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# base needed: 830
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# base available: 765
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for player in range(1, world.players+1):
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logger.debug(f'Money balance for P{player}: Needed: {total_price[player]} Available: {available_money[player]}')
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def get_sphere_locations(sphere_state, locations):
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def get_sphere_locations(sphere_state, locations):
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sphere_state.sweep_for_events(key_only=True, locations=locations)
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sphere_state.sweep_for_events(key_only=True, locations=locations)
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return [loc for loc in locations if sphere_state.can_reach(loc) and sphere_state.not_flooding_a_key(sphere_state.world, loc)]
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return [loc for loc in locations if sphere_state.can_reach(loc) and sphere_state.not_flooding_a_key(sphere_state.world, loc)]
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@@ -580,9 +604,15 @@ def balance_money_progression(world):
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shop = location.parent_region.shop
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shop = location.parent_region.shop
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shop_item = shop.inventory[slot]
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shop_item = shop.inventory[slot]
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if interesting_item(location, location.item, world, location.item.player):
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if interesting_item(location, location.item, world, location.item.player):
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sphere_costs[loc_player] += shop_item['price']
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if location.item.name.startswith('Rupee') and loc_player == location.item.player:
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location_free = False
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if shop_item['price'] < rupee_chart[location.item.name]:
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locked_by_money[loc_player].add(location)
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wallet[loc_player] -= shop_item['price'] # will get picked up in the location_free block
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else:
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location_free = False
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else:
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location_free = False
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sphere_costs[loc_player] += shop_item['price']
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locked_by_money[loc_player].add(location)
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elif location.name in pay_for_locations:
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elif location.name in pay_for_locations:
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sphere_costs[loc_player] += pay_for_locations[location.name]
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sphere_costs[loc_player] += pay_for_locations[location.name]
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location_free = False
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location_free = False
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79
ItemList.py
79
ItemList.py
@@ -3,12 +3,12 @@ import logging
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import math
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import math
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import random
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import random
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from BaseClasses import Region, RegionType, Shop, ShopType, Location
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from BaseClasses import Region, RegionType, Shop, ShopType, Location, CollectionState
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from Bosses import place_bosses
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from Bosses import place_bosses
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from Dungeons import get_dungeon_item_pool
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from Dungeons import get_dungeon_item_pool
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from EntranceShuffle import connect_entrance
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from EntranceShuffle import connect_entrance
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from Regions import shop_to_location_table, retro_shops, shop_table_by_location
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from Regions import shop_to_location_table, retro_shops, shop_table_by_location
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from Fill import FillError, fill_restrictive
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from Fill import FillError, fill_restrictive, fast_fill
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from Items import ItemFactory
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from Items import ItemFactory
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import source.classes.constants as CONST
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import source.classes.constants as CONST
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@@ -574,6 +574,7 @@ def customize_shops(world, player):
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loc.item = upgrade
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loc.item = upgrade
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upgrade.location = loc
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upgrade.location = loc
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change_shop_items_to_rupees(world, player, shops_to_customize)
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change_shop_items_to_rupees(world, player, shops_to_customize)
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balance_prices(world, player)
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def randomize_price(price):
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def randomize_price(price):
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@@ -606,6 +607,77 @@ def change_shop_items_to_rupees(world, player, shops):
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shop.add_inventory(slot, new_item.name, randomize_price(new_item.price), 1, player=new_item.player)
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shop.add_inventory(slot, new_item.name, randomize_price(new_item.price), 1, player=new_item.player)
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def balance_prices(world, player):
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available_money = 765 # this base just counts the main rupee rooms. Could up it for houlihan by 225
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needed_money = 830 # this base is the pay for
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for loc in world.get_filled_locations(player):
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if loc.item.name in rupee_chart:
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available_money += rupee_chart[loc.item.name] # rupee at locations
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shop_locations = []
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for shop, loc_list in shop_to_location_table.items():
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for loc in loc_list:
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loc = world.get_location(loc, player)
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shop_locations.append(loc)
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slot = shop_to_location_table[loc.parent_region.name].index(loc.name)
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needed_money += loc.parent_region.shop.inventory[slot]['price']
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target = available_money - needed_money
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# remove the first set of shops from consideration (or used them for discounting)
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state, done = CollectionState(world), False
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unchecked_locations = world.get_locations().copy()
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while not done:
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state.sweep_for_events(key_only=True, locations=unchecked_locations)
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sphere_loc = [l for l in unchecked_locations if state.can_reach(l) and state.not_flooding_a_key(state.world, l)]
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if any(l in shop_locations for l in sphere_loc):
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if target >= 0:
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shop_locations = [l for l in shop_locations if l not in sphere_loc]
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else:
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shop_locations = [l for l in sphere_loc if l in shop_locations]
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done = True
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else:
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for l in sphere_loc:
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state.collect(l.item, True, l)
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unchecked_locations.remove(l)
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while len(shop_locations) > 0:
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adjustment = target // len(shop_locations)
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adjustment = 5 * (adjustment // 5)
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more_adjustment = []
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for loc in shop_locations:
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slot = shop_to_location_table[loc.parent_region.name].index(loc.name)
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price_max = loc.item.price * 2
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inventory = loc.parent_region.shop.inventory[slot]
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flex = price_max - inventory['price']
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if flex <= adjustment:
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inventory['price'] = price_max
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target -= flex
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elif adjustment <= 0:
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old_price = inventory['price']
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new_price = max(0, inventory['price'] + adjustment)
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inventory['price'] = new_price
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target += (old_price - new_price)
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else:
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more_adjustment.append(loc)
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if len(shop_locations) == len(more_adjustment):
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for loc in shop_locations:
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slot = shop_to_location_table[loc.parent_region.name].index(loc.name)
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inventory = loc.parent_region.shop.inventory[slot]
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new_price = inventory['price'] + adjustment
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new_price = min(500, max(0, new_price)) # cap prices between 0--twice base price
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inventory['price'] = new_price
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target -= adjustment
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more_adjustment = []
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shop_locations = more_adjustment
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logging.getLogger('').debug(f'Price target is off by by {target} rupees')
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# for loc in shop_locations:
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# slot = shop_to_location_table[loc.parent_region.name].index(loc.name)
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# new_price = loc.parent_region.shop.inventory[slot]['price'] + adjustment
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#
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# new_price = min(500, max(0, new_price)) # cap prices between 0--twice base price
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# loc.parent_region.shop.inventory[slot]['price'] = new_price
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repeatable_shop_items = ['Single Arrow', 'Arrows (10)', 'Bombs (3)', 'Bombs (10)', 'Red Potion', 'Small Heart',
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repeatable_shop_items = ['Single Arrow', 'Arrows (10)', 'Bombs (3)', 'Bombs (10)', 'Red Potion', 'Small Heart',
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'Blue Shield', 'Red Shield', 'Bee', 'Small Key (Universal)', 'Blue Potion', 'Green Potion']
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'Blue Shield', 'Red Shield', 'Bee', 'Small Key (Universal)', 'Blue Potion', 'Green Potion']
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@@ -621,6 +693,9 @@ shop_transfer = {'Red Potion': 'Rupees (50)', 'Bee': 'Rupees (5)', 'Blue Potion'
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# 'Blue Shield': 'Rupees (50)', 'Red Shield': 'Rupees (300)',
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# 'Blue Shield': 'Rupees (50)', 'Red Shield': 'Rupees (300)',
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}
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}
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rupee_chart = {'Rupee (1)': 1, 'Rupees (5)': 5, 'Rupees (20)': 20, 'Rupees (50)': 50,
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'Rupees (100)': 100, 'Rupees (300)': 300}
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def get_pool_core(progressive, shuffle, difficulty, treasure_hunt_total, timer, goal, mode, swords, retro, door_shuffle):
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def get_pool_core(progressive, shuffle, difficulty, treasure_hunt_total, timer, goal, mode, swords, retro, door_shuffle):
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pool = []
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pool = []
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@@ -44,38 +44,44 @@ All items in the general item pool may appear in shops. This includes normal pro
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#### Pricing Guide
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#### Pricing Guide
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All prices range approx. from half the base price to the base price in increments of 5, the exact price is chosen randomly within the range.
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#### Sphere effects
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Design goal: Shops in early spheres may be discounted below the base price while shops in later spheres will likely exceed the base price range. This is an attempt to balance out the rupees in the item pool vs. the prices the shops charges. Poorer item pools like Triforce Hunt may have early shop prices be adjusted downward while rupee rich item pools will have prices increased, but later in the game.
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Detailed explanation: It is calculated how much money is available in the item pool and various rupee sources. If this amount exceeds the total amount of money needed for shop prices for items, then shops that are not in sphere 1 will raise their prices by a calculated amount to help balance out the money. Conversely, if the amount is below the money needed, then shops in sphere 1 will be discounted by a calculated amount to help ensure everything is purchase-able with minimal grinding.
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#### Base prices
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All prices range approx. from half the base price to twice the base price (as a max) in increments of 5, the exact price is chosen randomly within the range subject to adjustments by the sphere effects above.
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| Category | Items | Base Price | Typical Range |
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| Category | Items | Base Price | Typical Range |
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| ----------------- | ------- |:----------:|:-------------:|
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| ----------------- | ------- |:----------:|:-------------:|
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| Major Progression | Hammer, Hookshot, Mirror, Ocarina, Boots, Somaria, Fire Rod, Ice Rod | 250 | 125-250
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| Major Progression | Hammer, Hookshot, Mirror, Ocarina, Boots, Somaria, Fire Rod, Ice Rod | 250 | 125-500
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| | Moon Pearl | 200 | 100-200
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| | Moon Pearl | 200 | 100-400
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| | Lamp, Progressive Bows, Gloves, & Swords | 150 | 75-150
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| | Lamp, Progressive Bows, Gloves, & Swords | 150 | 75-300
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| | Triforce Piece | 100 | 50-100
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| | Triforce Piece | 100 | 50-200
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| Medallions | Bombos, Ether, Quake | 100 | 50-100
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| Medallions | Bombos, Ether, Quake | 100 | 50-200
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| Safety/Fetch | Cape, Mushroom, Shovel, Powder, Bug Net, Byrna, Progressive Armor & Shields, Half Magic | 50 | 25-50
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| Safety/Fetch | Cape, Mushroom, Shovel, Powder, Bug Net, Byrna, Progressive Armor & Shields, Half Magic | 50 | 25-100
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| Bottles | Empty Bottle or Bee Bottle | 50 | 25-50
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| Bottles | Empty Bottle or Bee Bottle | 50 | 25-100
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| | Green Goo or Good Bee | 60 | 30-60
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| | Green Goo or Good Bee | 60 | 30-120
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| | Red Goo or Fairy | 70 | 35-70
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| | Red Goo or Fairy | 70 | 35-140
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| | Blue Goo | 80 | 40-80
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| | Blue Goo | 80 | 40-160
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| Health | Heart Container | 40 | 20-40
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| Health | Heart Container | 40 | 20-80
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| | Sanctuary Heart | 50 | 25-50
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| | Sanctuary Heart | 50 | 25-100
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| | Piece of Heart | 10 | 5-10
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| | Piece of Heart | 10 | 5-20
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| Dungeon | Big Keys | 60 | 30-60
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| Dungeon | Big Keys | 60 | 30-120
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| | Small Keys | 40 | 20-40
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| | Small Keys | 40 | 20-80
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| | Info Maps | 20 | 10-20
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| | Info Maps | 20 | 10-40
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| | Other Maps & Compasses | 10 | 5-10
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| | Other Maps & Compasses | 10 | 5-20
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| Rupees | Green | Free | Free
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| Rupees | Green | Free | Free
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| | Blue | 2 | 2
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| | Blue | 2 | 2-4
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| | Red | 10 | 5-10
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| | Red | 10 | 5-20
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| | Fifty | 25 | 15-25
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| | Fifty | 25 | 15-50
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| | One Hundred | 50 | 25-50
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| | One Hundred | 50 | 25-100
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| | Three Hundred | 150 | 75-150
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| | Three Hundred | 150 | 75-300
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| Ammo | Three Bombs | 15 | 10-15
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| Ammo | Three Bombs | 15 | 10-30
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| | Single Arrow | 3 | 3
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| | Single Arrow | 3 | 3-6
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| Original Shop Items | Other Ammo, Refills, Non-Progressive Shields, Capacity Upgrades, Small Hearts, Retro Quiver, Universal Key | Original | Could be Discounted as Above
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| Original Shop Items | Other Ammo, Refills, Non-Progressive Shields, Capacity Upgrades, Small Hearts, Retro Quiver, Universal Key | Original | .5 - 2 * Original
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~~In addition, 4-7 items are steeply discounted at random.~~ Sales are over.
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#### Rupee Balancing Algorithm
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#### Rupee Balancing Algorithm
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@@ -144,6 +150,9 @@ New item counter modified to show total
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# Bug Fixes and Notes.
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# Bug Fixes and Notes.
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* 0.3.1.8-u
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* Fix for retro generation
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* Shopsanity - rebalance pricing - later prices can be are higher
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* 0.3.1.7-u
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* 0.3.1.7-u
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* TFH counter off in modes where it should be off
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* TFH counter off in modes where it should be off
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* Fixed Big Bomb logic for inverted (bad merge)
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* Fixed Big Bomb logic for inverted (bad merge)
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