Merge branch 'OverworldShuffleDev' into OverworldShuffle
This commit is contained in:
@@ -70,6 +70,7 @@ class World(object):
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self.customitemarray = customitemarray
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self.can_take_damage = True
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self.hints = hints.copy()
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self.prizes = {}
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self.dynamic_regions = []
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self.dynamic_locations = []
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self.spoiler = Spoiler(self)
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@@ -148,6 +149,7 @@ class World(object):
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set_player_attr('standardize_palettes', 'standardize')
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set_player_attr('force_fix', {'gt': False, 'sw': False, 'pod': False, 'tr': False})
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set_player_attr('owswaps', [[],[],[]])
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set_player_attr('prizes', {'pull': [0, 0, 0], 'crab': [0, 0], 'stun': 0, 'fish': 0})
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def get_name_string_for_object(self, obj):
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return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_names(obj.player)})'
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@@ -674,7 +676,6 @@ class CollectionState(object):
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return False
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def can_farm_rupees(self, player):
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# TODO: Possibly use tree pulls also in the future, bush crabs also if enemizer is disabled
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tree_pulls = ['Lost Woods East Area',
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'Snitch Lady (East)',
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'Turtle Rock Area',
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@@ -684,16 +685,29 @@ class CollectionState(object):
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'Bumper Cave Area']
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pre_aga_tree_pulls = ['Hyrule Castle Courtyard', 'Mountain Entry Area']
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post_aga_tree_pulls = ['Statues Area', 'Eastern Palace Area']
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rupee_farms = ['Archery Game', '50 Rupee Cave', '20 Rupee Cave']
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def can_reach_non_bunny(regionname):
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region = self.world.get_region(regionname, player)
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return region.can_reach(self) and ((self.world.mode[player] != 'inverted' and region.is_light_world) or (self.world.mode[player] == 'inverted' and region.is_dark_world) or self.has('Pearl', player))
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for region in rupee_farms:
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if can_reach_non_bunny(region):
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return True
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if any(i in [0xda, 0xdb] for i in self.world.prizes[player]['pull']):
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for region in tree_pulls:
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if can_reach_non_bunny(region):
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return True
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if not self.has('Beat Agahnim 1', player):
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for region in pre_aga_tree_pulls:
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if can_reach_non_bunny(region):
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return True
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else:
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for region in post_aga_tree_pulls:
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if can_reach_non_bunny(region):
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return True
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return False
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def can_farm_bombs(self, player):
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@@ -724,7 +738,6 @@ class CollectionState(object):
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bonk_bombs = ['Kakariko Fortune Area', 'Dark Graveyard Area'] #TODO: Flute Boy Approach Area and Bonk Rock Ledge are available post-Aga
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bomb_caves = ['Graveyard Cave', 'Light World Bomb Hut']
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# TODO: Possibly use tree pulls also in the future, bush crabs also if enemizer is disabled
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tree_pulls = ['Lost Woods East Area',
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'Snitch Lady (East)',
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'Turtle Rock Area',
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@@ -734,15 +747,20 @@ class CollectionState(object):
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'Bumper Cave Area']
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pre_aga_tree_pulls = ['Hyrule Castle Courtyard', 'Mountain Entry Area']
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post_aga_tree_pulls = ['Statues Area', 'Eastern Palace Area']
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bush_crabs = ['Lost Woods East Area', 'Mountain Entry Area']
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pre_aga_bush_crabs = ['Lumberjack Area', 'South Pass Area']
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rock_crabs = ['Desert Pass Area']
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def can_reach_non_bunny(regionname):
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region = self.world.get_region(regionname, player)
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return region.can_reach(self) and ((self.world.mode[player] != 'inverted' and region.is_light_world) or (self.world.mode[player] == 'inverted' and region.is_dark_world) or self.has('Pearl', player))
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# bomb pickups
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for region in bush_bombs + bomb_caves:
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if can_reach_non_bunny(region):
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return True
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if self.can_lift_rocks(player):
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for region in rock_bombs:
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if can_reach_non_bunny(region):
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@@ -753,7 +771,41 @@ class CollectionState(object):
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if can_reach_non_bunny(region):
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return True
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if self.can_farm_rupees(player) and self.can_buy_unlimited('Bombs (10)', player):
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# tree pulls
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if any(i in [0xdc, 0xdd, 0xde] for i in self.world.prizes[player]['pull']):
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for region in tree_pulls:
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if can_reach_non_bunny(region):
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return True
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if not self.has('Beat Agahnim 1', player):
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for region in pre_aga_tree_pulls:
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if can_reach_non_bunny(region):
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return True
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else:
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for region in post_aga_tree_pulls:
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if can_reach_non_bunny(region):
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return True
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# bush crabs (final item isn't considered)
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if self.world.enemy_shuffle[player] != 'none':
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if self.world.prizes[player]['crab'][0] in [0xdc, 0xdd, 0xde]:
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for region in bush_crabs:
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if can_reach_non_bunny(region):
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return True
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if not self.has('Beat Agahnim 1', player):
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for region in pre_aga_bush_crabs:
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if can_reach_non_bunny(region):
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return True
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if self.can_lift_rocks(player) and self.world.prizes[player]['crab'][0] in [0xdc, 0xdd, 0xde]:
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for region in rock_crabs:
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if can_reach_non_bunny(region):
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return True
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# stun prize
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if self.can_stun_enemies(player) and self.world.prizes[player]['stun'] in [0xdc, 0xdd, 0xde]:
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return True
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# bomb purchases
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if self.can_farm_rupees(player) and (self.can_buy_unlimited('Bombs (10)', player) or self.can_reach('Big Bomb Shop', None, player)):
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return True
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return False
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@@ -813,6 +865,16 @@ class CollectionState(object):
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or self.has('Fire Rod', player)
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)
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def can_stun_enemies(self, player):
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if self.world.difficulty_adjustments[player] == 'expert':
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return False
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elif self.world.difficulty_adjustments[player] == 'hard':
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return self.has('Hookshot', player)
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else:
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return self.has('Hookshot', player) \
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or self.has('Blue Boomerang', player) \
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or self.has('Red Boomerang', player)
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# In the future, this can be used to check if the player starts without bombs
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def can_use_bombs(self, player):
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return (not self.world.bomblogic[player] or self.has('Bomb Upgrade (+10)', player)) and self.can_farm_bombs(player)
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@@ -1,5 +1,9 @@
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# Changelog
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### 0.1.7.1
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- Improved bomb logic to consider tree pulls, bush crabs, and stun prize
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- Fixed Mystery to use new updated OW mode terminology
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### 0.1.7.0
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- Expanded new DR bomb logic to all modes (bomb usage in logic only if there is an unlimited supply of bombs available)
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- ~~Merged DR v0.5.0.1 - Bomblogic mode / Enemizer fixes~~
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30
Fill.py
30
Fill.py
@@ -712,3 +712,33 @@ def balance_money_progression(world):
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unchecked_locations.remove(location)
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if location.item.name.startswith('Rupee'):
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wallet[location.item.player] += rupee_chart[location.item.name]
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def set_prize_drops(world, player):
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prizes = [0xD8, 0xD8, 0xD8, 0xD8, 0xD9, 0xD8, 0xD8, 0xD9, 0xDA, 0xD9, 0xDA, 0xDB, 0xDA, 0xD9, 0xDA, 0xDA, 0xE0, 0xDF, 0xDF, 0xDA, 0xE0, 0xDF, 0xD8, 0xDF,
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0xDC, 0xDC, 0xDC, 0xDD, 0xDC, 0xDC, 0xDE, 0xDC, 0xE1, 0xD8, 0xE1, 0xE2, 0xE1, 0xD8, 0xE1, 0xE2, 0xDF, 0xD9, 0xD8, 0xE1, 0xDF, 0xDC, 0xD9, 0xD8,
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0xD8, 0xE3, 0xE0, 0xDB, 0xDE, 0xD8, 0xDB, 0xE2, 0xD9, 0xDA, 0xDB, 0xD9, 0xDB, 0xD9, 0xDB]
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# randomize last 7 slots
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new_prizes = random.sample(prizes, 7)
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if world.difficulty_adjustments[player] in ['hard', 'expert']:
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prize_replacements = {0xE0: 0xDF, # Fairy -> heart
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0xE3: 0xD8} # Big magic -> small magic
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new_prizes = [prize_replacements.get(prize, prize) for prize in new_prizes]
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if world.retro[player]:
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prize_replacements = {0xE1: 0xDA, #5 Arrows -> Blue Rupee
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0xE2: 0xDB} #10 Arrows -> Red Rupee
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new_prizes = [prize_replacements.get(prize, prize) for prize in new_prizes]
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# write tree pull prizes
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world.prizes[player]['pull'] = [ new_prizes.pop(), new_prizes.pop(), new_prizes.pop() ]
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# rupee crab prizes
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world.prizes[player]['crab'] = [ new_prizes.pop(), new_prizes.pop() ]
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# stunned enemy prize
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world.prizes[player]['stun'] = new_prizes.pop()
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# saved fish prize
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world.prizes[player]['fish'] = new_prizes.pop()
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5
Main.py
5
Main.py
@@ -25,7 +25,7 @@ from RoomData import create_rooms
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from Rules import set_rules
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from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
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from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, flood_items
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from Fill import sell_potions, sell_keys, balance_multiworld_progression, balance_money_progression, lock_shop_locations
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from Fill import sell_potions, sell_keys, balance_multiworld_progression, balance_money_progression, lock_shop_locations, set_prize_drops
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from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops
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from Utils import output_path, parse_player_names
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@@ -195,6 +195,8 @@ def main(args, seed=None, fish=None):
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else:
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lock_shop_locations(world, player)
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for player in range(1, world.players + 1):
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set_prize_drops(world, player)
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logger.info(world.fish.translate("cli","cli","placing.dungeon.prizes"))
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@@ -414,6 +416,7 @@ def copy_world(world):
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ret.standardize_palettes = world.standardize_palettes.copy()
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ret.owswaps = world.owswaps.copy()
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ret.owflutespots = world.owflutespots.copy()
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ret.prizes = world.prizes.copy()
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for player in range(1, world.players + 1):
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create_regions(ret, player)
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@@ -135,8 +135,8 @@ def roll_settings(weights):
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ret.ow_shuffle = overworld_shuffle if overworld_shuffle != 'none' else 'vanilla'
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overworld_swap = get_choice('overworld_swap')
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ret.ow_swap = overworld_swap if overworld_swap != 'none' else 'vanilla'
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ret.ow_keepsimilar = get_choice('ow_keepsimilar')
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overworld_flute = get_choice('overworld_flute')
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ret.ow_keepsimilar = get_choice('overworld_keepsimilar')
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overworld_flute = get_choice('flute_shuffle')
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ret.ow_swap = overworld_flute if overworld_flute != 'none' else 'vanilla'
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entrance_shuffle = get_choice('entrance_shuffle')
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ret.shuffle = entrance_shuffle if entrance_shuffle != 'none' else 'vanilla'
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@@ -2,7 +2,7 @@ import RaceRandom as random, logging, copy
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from BaseClasses import OWEdge, WorldType, RegionType, Direction, Terrain, PolSlot
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from OWEdges import OWTileRegions, OWTileGroups, OWEdgeGroups, OpenStd, parallel_links, IsParallel
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__version__ = '0.1.7.0-u'
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__version__ = '0.1.7.1-u'
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def link_overworld(world, player):
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# setup mandatory connections
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37
Rom.py
37
Rom.py
@@ -1066,9 +1066,13 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
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rom.write_byte(0x178000 + i, random.randint(0, 255))
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# shuffle prize packs
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prizes = [0xD8, 0xD8, 0xD8, 0xD8, 0xD9, 0xD8, 0xD8, 0xD9, 0xDA, 0xD9, 0xDA, 0xDB, 0xDA, 0xD9, 0xDA, 0xDA, 0xE0, 0xDF, 0xDF, 0xDA, 0xE0, 0xDF, 0xD8, 0xDF,
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0xDC, 0xDC, 0xDC, 0xDD, 0xDC, 0xDC, 0xDE, 0xDC, 0xE1, 0xD8, 0xE1, 0xE2, 0xE1, 0xD8, 0xE1, 0xE2, 0xDF, 0xD9, 0xD8, 0xE1, 0xDF, 0xDC, 0xD9, 0xD8,
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0xD8, 0xE3, 0xE0, 0xDB, 0xDE, 0xD8, 0xDB, 0xE2, 0xD9, 0xDA, 0xDB, 0xD9, 0xDB, 0xD9, 0xDB]
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pack_prizes = [0xD8, 0xD8, 0xD8, 0xD8, 0xD9, 0xD8, 0xD8, 0xD9,
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0xDA, 0xD9, 0xDA, 0xDB, 0xDA, 0xD9, 0xDA, 0xDA,
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0xE0, 0xDF, 0xDF, 0xDA, 0xE0, 0xDF, 0xD8, 0xDF,
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0xDC, 0xDC, 0xDC, 0xDD, 0xDC, 0xDC, 0xDE, 0xDC,
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0xE1, 0xD8, 0xE1, 0xE2, 0xE1, 0xD8, 0xE1, 0xE2,
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0xDF, 0xD9, 0xD8, 0xE1, 0xDF, 0xDC, 0xD9, 0xD8,
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0xD8, 0xE3, 0xE0, 0xDB, 0xDE, 0xD8, 0xDB, 0xE2]
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dig_prizes = [0xB2, 0xD8, 0xD8, 0xD8, 0xD8, 0xD8, 0xD8, 0xD8, 0xD8,
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0xD9, 0xD9, 0xD9, 0xD9, 0xD9, 0xDA, 0xDA, 0xDA, 0xDA, 0xDA,
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0xDB, 0xDB, 0xDB, 0xDB, 0xDB, 0xDC, 0xDC, 0xDC, 0xDC, 0xDC,
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@@ -1080,44 +1084,41 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
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def chunk(l,n):
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return [l[i:i+n] for i in range(0, len(l), n)]
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# randomize last 7 slots
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prizes [-7:] = random.sample(prizes, 7)
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#shuffle order of 7 main packs
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packs = chunk(prizes[:56], 8)
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packs = chunk(pack_prizes, 8)
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random.shuffle(packs)
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prizes[:56] = [drop for pack in packs for drop in pack]
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pack_prizes = [drop for pack in packs for drop in pack]
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|
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if world.difficulty_adjustments[player] in ['hard', 'expert']:
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prize_replacements = {0xE0: 0xDF, # Fairy -> heart
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0xE3: 0xD8} # Big magic -> small magic
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prizes = [prize_replacements.get(prize, prize) for prize in prizes]
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pack_prizes = [prize_replacements.get(prize, prize) for prize in pack_prizes]
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dig_prizes = [prize_replacements.get(prize, prize) for prize in dig_prizes]
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|
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if world.retro[player]:
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prize_replacements = {0xE1: 0xDA, #5 Arrows -> Blue Rupee
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0xE2: 0xDB} #10 Arrows -> Red Rupee
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prizes = [prize_replacements.get(prize, prize) for prize in prizes]
|
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pack_prizes = [prize_replacements.get(prize, prize) for prize in pack_prizes]
|
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dig_prizes = [prize_replacements.get(prize, prize) for prize in dig_prizes]
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rom.write_bytes(0x180100, dig_prizes)
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# write tree pull prizes
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rom.write_byte(0xEFBD4, prizes.pop())
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rom.write_byte(0xEFBD5, prizes.pop())
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rom.write_byte(0xEFBD6, prizes.pop())
|
||||
rom.write_byte(0xEFBD4, world.prizes[player]['pull'][0])
|
||||
rom.write_byte(0xEFBD5, world.prizes[player]['pull'][1])
|
||||
rom.write_byte(0xEFBD6, world.prizes[player]['pull'][2])
|
||||
|
||||
# rupee crab prizes
|
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rom.write_byte(0x329C8, prizes.pop()) # first prize
|
||||
rom.write_byte(0x329C4, prizes.pop()) # final prize
|
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rom.write_byte(0x329C8, world.prizes[player]['crab'][0]) # first prize
|
||||
rom.write_byte(0x329C4, world.prizes[player]['crab'][1]) # final prize
|
||||
|
||||
# stunned enemy prize
|
||||
rom.write_byte(0x37993, prizes.pop())
|
||||
rom.write_byte(0x37993, world.prizes[player]['stun'])
|
||||
|
||||
# saved fish prize
|
||||
rom.write_byte(0xE82CC, prizes.pop())
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rom.write_byte(0xE82CC, world.prizes[player]['fish'])
|
||||
|
||||
# fill enemy prize packs
|
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rom.write_bytes(0x37A78, prizes)
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||||
rom.write_bytes(0x37A78, pack_prizes)
|
||||
|
||||
# set bonk prizes
|
||||
bonk_prizes = [0x79, 0xE3, 0x79, 0xAC, 0xAC, 0xE0, 0xDC, 0xAC, 0xE3, 0xE3, 0xDA, 0xE3, 0xDA, 0xD8, 0xAC, 0xAC, 0xE3, 0xD8, 0xE3, 0xE3, 0xE3, 0xE3, 0xE3, 0xE3, 0xDC, 0xDB, 0xE3, 0xDA, 0x79, 0x79, 0xE3, 0xE3,
|
||||
|
||||
15
Tables.py
15
Tables.py
@@ -124,3 +124,18 @@ divisor_lookup = {
|
||||
# 0xf0: 0xb53, 0xf1: 0xb53, 0xf2: 0xba0, 0xf3: 0xba0, 0xf4: 0xba5, 0xf5: 0xba5, 0xf6: 0xbac, 0xf7: 0xbac,
|
||||
# 0xf8: 0xbac, 0xf9: 0xbba, 0xfa: 0xbc1, 0xfb: 0xbcc, 0xfc: 0xbd7, 0xfd: 0xbd7, 0xfe: 0xbba, 0xff: 0xbe3
|
||||
# }
|
||||
|
||||
prize_lookup = {
|
||||
0xd8: 'Small Magic Refill',
|
||||
0xd9: 'Rupee (1)',
|
||||
0xda: 'Rupees (5)',
|
||||
0xdb: 'Rupees (20)',
|
||||
0xdc: 'Bomb (1)',
|
||||
0xdd: 'Bombs (4)',
|
||||
0xde: 'Bombs (8)',
|
||||
0xdf: 'Heart',
|
||||
0xe0: 'Fairy',
|
||||
0xe1: 'Arrows (5)',
|
||||
0xe2: 'Arrows (10)',
|
||||
0xe3: 'Full Magic Refill'
|
||||
}
|
||||
|
||||
@@ -1,16 +1,16 @@
|
||||
description: Example door rando weights
|
||||
ow_shuffle:
|
||||
overworld_shuffle:
|
||||
vanilla: 0
|
||||
parallel: 2
|
||||
full: 2
|
||||
ow_keepsimilar:
|
||||
overworld_keepsimilar:
|
||||
on: 1
|
||||
off: 1
|
||||
ow_swap:
|
||||
overworld_swap:
|
||||
vanilla: 0
|
||||
mixed: 2
|
||||
crossed: 2
|
||||
ow_fluteshuffle:
|
||||
flute_shuffle:
|
||||
vanilla: 0
|
||||
balanced: 1
|
||||
random: 1
|
||||
|
||||
Reference in New Issue
Block a user