Merge remote-tracking branch 'remotes/multi/multiworld_31' into Dev
This commit is contained in:
147
ItemList.py
147
ItemList.py
@@ -35,7 +35,7 @@ Difficulty = namedtuple('Difficulty',
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'progressivesword', 'basicsword', 'basicbow', 'timedohko', 'timedother',
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'triforcehunt', 'triforce_pieces_required', 'retro',
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'extras', 'progressive_sword_limit', 'progressive_shield_limit',
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'progressive_armor_limit', 'progressive_bottle_limit',
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'progressive_armor_limit', 'progressive_bottle_limit',
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'progressive_bow_limit', 'heart_piece_limit', 'boss_heart_container_limit'])
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total_items_to_place = 153
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@@ -125,26 +125,23 @@ difficulties = {
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}
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def generate_itempool(world, player):
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if (world.difficulty not in ['normal', 'hard', 'expert'] or world.goal not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals']
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or world.mode not in ['open', 'standard', 'inverted'] or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'] or world.progressive not in ['on', 'off', 'random']):
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if (world.difficulty[player] not in ['normal', 'hard', 'expert'] or world.goal[player] not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals']
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or world.mode[player] not in ['open', 'standard', 'inverted'] or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'] or world.progressive not in ['on', 'off', 'random']):
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raise NotImplementedError('Not supported yet')
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if world.timer in ['ohko', 'timed-ohko']:
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world.can_take_damage = False
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if world.goal in ['pedestal', 'triforcehunt']:
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if world.goal[player] in ['pedestal', 'triforcehunt']:
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world.push_item(world.get_location('Ganon', player), ItemFactory('Nothing', player), False)
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else:
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world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False)
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if world.goal in ['triforcehunt']:
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if world.mode == 'inverted':
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region = world.get_region('Light World',player)
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else:
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region = world.get_region('Hyrule Castle Courtyard', player)
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if world.goal[player] in ['triforcehunt']:
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region = world.get_region('Light World',player)
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loc = Location(player, "Murahdahla", parent=region)
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loc.access_rule = lambda state: state.item_count('Triforce Piece', player) + state.item_count('Power Star', player) > state.world.treasure_hunt_count
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loc.access_rule = lambda state: state.item_count('Triforce Piece', player) + state.item_count('Power Star', player) > state.world.treasure_hunt_count[player]
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region.locations.append(loc)
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world.dynamic_locations.append(loc)
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@@ -153,7 +150,7 @@ def generate_itempool(world, player):
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world.push_item(loc, ItemFactory('Triforce', player), False)
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loc.event = True
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loc.locked = True
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world.get_location('Ganon', player).event = True
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world.get_location('Ganon', player).locked = True
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world.push_item(world.get_location('Agahnim 1', player), ItemFactory('Beat Agahnim 1', player), False)
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@@ -177,38 +174,82 @@ def generate_itempool(world, player):
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# set up item pool
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if world.custom:
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.swords, world.retro, world.customitemarray)
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle[player], world.difficulty[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro[player], world.customitemarray)
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world.rupoor_cost = min(world.customitemarray[69], 9999)
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else:
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.swords, world.retro)
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world.itempool += ItemFactory(pool, player)
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core(world.progressive, world.shuffle[player], world.difficulty[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro[player])
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for item in precollected_items:
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world.push_precollected(ItemFactory(item, player))
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for (location, item) in placed_items:
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if world.mode[player] == 'standard' and not world.state.has_blunt_weapon(player):
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if "Link's Uncle" not in placed_items:
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found_sword = False
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found_bow = False
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possible_weapons = []
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for item in pool:
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if item in ['Progressive Sword', 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword']:
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if not found_sword and world.swords[player] != 'swordless':
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found_sword = True
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possible_weapons.append(item)
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if item in ['Progressive Bow', 'Bow'] and not found_bow:
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found_bow = True
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possible_weapons.append(item)
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if item in ['Hammer', 'Bombs (10)', 'Fire Rod', 'Cane of Somaria', 'Cane of Byrna']:
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if item not in possible_weapons:
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possible_weapons.append(item)
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starting_weapon = random.choice(possible_weapons)
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placed_items["Link's Uncle"] = starting_weapon
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pool.remove(starting_weapon)
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if placed_items["Link's Uncle"] in ['Bow', 'Progressive Bow', 'Bombs (10)', 'Cane of Somaria', 'Cane of Byrna'] and world.enemy_health[player] not in ['default', 'easy']:
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world.escape_assist[player].append('bombs')
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for (location, item) in placed_items.items():
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world.push_item(world.get_location(location, player), ItemFactory(item, player), False)
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world.get_location(location, player).event = True
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world.get_location(location, player).locked = True
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items = ItemFactory(pool, player)
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world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms
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if clock_mode is not None:
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world.clock_mode = clock_mode
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if treasure_hunt_count is not None:
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world.treasure_hunt_count = treasure_hunt_count
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if treasure_hunt_icon is not None:
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world.treasure_hunt_icon = treasure_hunt_icon
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if world.keysanity:
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world.itempool.extend([item for item in get_dungeon_item_pool(world) if item.player == player])
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if treasure_hunt_count is not None:
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world.treasure_hunt_count[player] = treasure_hunt_count
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if treasure_hunt_icon is not None:
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world.treasure_hunt_icon[player] = treasure_hunt_icon
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world.itempool.extend([item for item in get_dungeon_item_pool(world) if item.player == player
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and ((item.smallkey and world.keyshuffle[player])
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or (item.bigkey and world.bigkeyshuffle[player])
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or (item.map and world.mapshuffle[player])
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or (item.compass and world.compassshuffle[player]))])
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# logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
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# rather than making all hearts/heart pieces progression items (which slows down generation considerably)
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# We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
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if world.difficulty in ['normal', 'hard'] and not (world.custom and world.customitemarray[30] == 0):
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[item for item in world.itempool if item.name == 'Boss Heart Container' and item.player == player][0].advancement = True
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elif world.difficulty in ['expert'] and not (world.custom and world.customitemarray[29] < 4):
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adv_heart_pieces = [item for item in world.itempool if item.name == 'Piece of Heart' and item.player == player][0:4]
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if world.difficulty[player] in ['normal', 'hard'] and not (world.custom and world.customitemarray[30] == 0):
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[item for item in items if item.name == 'Boss Heart Container'][0].advancement = True
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elif world.difficulty[player] in ['expert'] and not (world.custom and world.customitemarray[29] < 4):
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adv_heart_pieces = [item for item in items if item.name == 'Piece of Heart'][0:4]
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for hp in adv_heart_pieces:
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hp.advancement = True
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beeweights = {0: {None: 100},
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1: {None: 75, 'trap': 25},
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2: {None: 40, 'trap': 40, 'bee': 20},
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3: {'trap': 50, 'bee': 50},
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4: {'trap': 100}}
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def beemizer(item):
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if world.beemizer[item.player] and not item.advancement and not item.priority and not item.type:
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choice = random.choices(list(beeweights[world.beemizer[item.player]].keys()), weights=list(beeweights[world.beemizer[item.player]].values()))[0]
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return item if not choice else ItemFactory("Bee Trap", player) if choice == 'trap' else ItemFactory("Bee", player)
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return item
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world.itempool += [beemizer(item) for item in items]
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# shuffle medallions
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mm_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
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tr_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
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@@ -217,7 +258,7 @@ def generate_itempool(world, player):
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place_bosses(world, player)
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set_up_shops(world, player)
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if world.retro:
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if world.retro[player]:
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set_up_take_anys(world, player)
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create_dynamic_shop_locations(world, player)
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@@ -233,9 +274,9 @@ take_any_locations = [
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'Dark Lake Hylia Ledge Spike Cave', 'Fortune Teller (Dark)', 'Dark Sanctuary Hint', 'Dark Desert Hint']
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def set_up_take_anys(world, player):
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if world.mode == 'inverted' and 'Dark Sanctuary Hint' in take_any_locations:
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if world.mode[player] == 'inverted' and 'Dark Sanctuary Hint' in take_any_locations:
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take_any_locations.remove('Dark Sanctuary Hint')
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regions = random.sample(take_any_locations, 5)
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old_man_take_any = Region("Old Man Sword Cave", RegionType.Cave, 'the sword cave', player)
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@@ -275,7 +316,7 @@ def set_up_take_anys(world, player):
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take_any.shop.add_inventory(0, 'Blue Potion', 0, 0)
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take_any.shop.add_inventory(1, 'Boss Heart Container', 0, 0)
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world.intialize_regions()
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world.initialize_regions()
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def create_dynamic_shop_locations(world, player):
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for shop in world.shops:
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@@ -312,9 +353,9 @@ def fill_prizes(world, attempts=15):
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prize_locs = list(empty_crystal_locations)
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random.shuffle(prizepool)
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random.shuffle(prize_locs)
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fill_restrictive(world, all_state, prize_locs, prizepool)
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fill_restrictive(world, all_state, prize_locs, prizepool, True)
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except FillError as e:
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logging.getLogger('').info("Failed to place dungeon prizes (%s). Will retry %s more times", e, attempts)
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logging.getLogger('').info("Failed to place dungeon prizes (%s). Will retry %s more times", e, attempts - attempt - 1)
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for location in empty_crystal_locations:
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location.item = None
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continue
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@@ -330,13 +371,13 @@ def set_up_shops(world, player):
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for shop in world.shops:
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shop.active = True
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if world.retro:
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if world.retro[player]:
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rss = world.get_region('Red Shield Shop', player).shop
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rss.active = True
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rss.add_inventory(2, 'Single Arrow', 80)
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# Randomized changes to Shops
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if world.retro:
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if world.retro[player]:
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for shop in random.sample([s for s in world.shops if s.replaceable and s.type == ShopType.Shop and s.region.player == player], 5):
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shop.active = True
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shop.add_inventory(0, 'Single Arrow', 80)
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@@ -347,7 +388,7 @@ def set_up_shops(world, player):
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def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, retro):
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pool = []
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placed_items = []
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placed_items = {}
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precollected_items = []
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clock_mode = None
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treasure_hunt_count = None
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@@ -355,6 +396,10 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, r
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pool.extend(alwaysitems)
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def place_item(loc, item):
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assert loc not in placed_items
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placed_items[loc] = item
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def want_progressives():
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return random.choice([True, False]) if progressive == 'random' else progressive == 'on'
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@@ -367,8 +412,8 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, r
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# insanity shuffle doesn't have fake LW/DW logic so for now guaranteed Mirror and Moon Pearl at the start
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if shuffle == 'insanity_legacy':
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placed_items.append(('Link\'s House', 'Magic Mirror'))
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placed_items.append(('Sanctuary', 'Moon Pearl'))
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place_item('Link\'s House', 'Magic Mirror')
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place_item('Sanctuary', 'Moon Pearl')
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else:
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pool.extend(['Magic Mirror', 'Moon Pearl'])
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@@ -429,13 +474,13 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, r
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swords_to_use.extend(['Fighter Sword'])
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random.shuffle(swords_to_use)
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placed_items.append(('Link\'s Uncle', swords_to_use.pop()))
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placed_items.append(('Blacksmith', swords_to_use.pop()))
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placed_items.append(('Pyramid Fairy - Left', swords_to_use.pop()))
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place_item('Link\'s Uncle', swords_to_use.pop())
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place_item('Blacksmith', swords_to_use.pop())
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place_item('Pyramid Fairy - Left', swords_to_use.pop())
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if goal != 'pedestal':
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placed_items.append(('Master Sword Pedestal', swords_to_use.pop()))
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place_item('Master Sword Pedestal', swords_to_use.pop())
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else:
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placed_items.append(('Master Sword Pedestal', 'Triforce'))
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place_item('Master Sword Pedestal', 'Triforce')
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else:
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if want_progressives():
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pool.extend(diff.progressivesword)
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@@ -466,7 +511,7 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, r
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extraitems -= len(extra)
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if goal == 'pedestal' and swords != 'vanilla':
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placed_items.append(('Master Sword Pedestal', 'Triforce'))
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place_item('Master Sword Pedestal', 'Triforce')
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if retro:
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pool = [item.replace('Single Arrow','Rupees (5)') for item in pool]
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pool = [item.replace('Arrows (10)','Rupees (5)') for item in pool]
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@@ -475,19 +520,23 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, r
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pool.extend(diff.retro)
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if mode == 'standard':
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key_location = random.choice(['Secret Passage', 'Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest', 'Hyrule Castle - Zelda\'s Chest', 'Sewers - Dark Cross'])
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placed_items.append((key_location, 'Small Key (Universal)'))
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place_item(key_location, 'Small Key (Universal)')
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else:
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pool.extend(['Small Key (Universal)'])
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return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms)
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def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, swords, retro, customitemarray):
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pool = []
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placed_items = []
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placed_items = {}
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precollected_items = []
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clock_mode = None
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treasure_hunt_count = None
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treasure_hunt_icon = None
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def place_item(loc, item):
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assert loc not in placed_items
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placed_items[loc] = item
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# Correct for insanely oversized item counts and take initial steps to handle undersized pools.
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for x in range(0, 66):
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if customitemarray[x] > total_items_to_place:
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@@ -594,13 +643,13 @@ def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, s
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clock_mode = 'ohko'
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if goal == 'pedestal':
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placed_items.append(('Master Sword Pedestal', 'Triforce'))
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place_item('Master Sword Pedestal', 'Triforce')
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itemtotal = itemtotal + 1
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if mode == 'standard':
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if retro:
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key_location = random.choice(['Secret Passage', 'Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest', 'Hyrule Castle - Zelda\'s Chest', 'Sewers - Dark Cross'])
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placed_items.append((key_location, 'Small Key (Universal)'))
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place_item(key_location, 'Small Key (Universal)')
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pool.extend(['Small Key (Universal)'] * max((customitemarray[70] - 1), 0))
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else:
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pool.extend(['Small Key (Universal)'] * customitemarray[70])
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@@ -611,8 +660,8 @@ def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, s
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pool.extend(['Progressive Sword'] * customitemarray[36])
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if shuffle == 'insanity_legacy':
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placed_items.append(('Link\'s House', 'Magic Mirror'))
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placed_items.append(('Sanctuary', 'Moon Pearl'))
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place_item('Link\'s House', 'Magic Mirror')
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place_item('Sanctuary', 'Moon Pearl')
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pool.extend(['Magic Mirror'] * max((customitemarray[22] -1 ), 0))
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pool.extend(['Moon Pearl'] * max((customitemarray[28] - 1), 0))
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else:
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