Merged DR 0.4.0.6
This commit is contained in:
69
ItemList.py
69
ItemList.py
@@ -304,9 +304,17 @@ def generate_itempool(world, player):
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if shop.region.name in shop_to_location_table:
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for index, slot in enumerate(shop.inventory):
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if slot:
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pool.append(slot['item'])
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item = slot['item']
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if shop.region.name == 'Capacity Upgrade' and world.difficulty[player] != 'normal':
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pool.append('Rupees (20)')
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else:
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pool.append(item)
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items = ItemFactory(pool, player)
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if world.shopsanity[player]:
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for potion in ['Green Potion', 'Blue Potion', 'Red Potion']:
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p_item = next(item for item in items if item.name == potion and item.player == player)
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p_item.priority = True # don't beemize one of each potion
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world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms
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@@ -338,11 +346,11 @@ def generate_itempool(world, player):
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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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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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@@ -553,30 +561,31 @@ def customize_shops(world, player):
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shopkeeper = random.choice([0xC1, 0xA0, 0xE2, 0xE3])
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shop.shopkeeper_config = shopkeeper
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# handle capacity upgrades - randomly choose a bomb bunch or arrow bunch to become capacity upgrades
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if not found_bomb_upgrade and len(possible_replacements) > 0:
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choices = []
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for shop, idx, loc, item in possible_replacements:
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if item.name in ['Bombs (3)', 'Bombs (10)']:
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choices.append((shop, idx, loc, item))
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if len(choices) > 0:
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shop, idx, loc, item = random.choice(choices)
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upgrade = ItemFactory('Bomb Upgrade (+5)', player)
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shop.add_inventory(idx, upgrade.name, randomize_price(upgrade.price), 6,
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item.name, randomize_price(item.price), player=item.player)
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loc.item = upgrade
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upgrade.location = loc
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if not found_arrow_upgrade and len(possible_replacements) > 0:
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choices = []
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for shop, idx, loc, item in possible_replacements:
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if item.name == 'Arrows (10)' or (item.name == 'Single Arrow' and not world.retro[player]):
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choices.append((shop, idx, loc, item))
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if len(choices) > 0:
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shop, idx, loc, item = random.choice(choices)
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upgrade = ItemFactory('Arrow Upgrade (+5)', player)
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shop.add_inventory(idx, upgrade.name, randomize_price(upgrade.price), 6,
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item.name, randomize_price(item.price), player=item.player)
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loc.item = upgrade
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upgrade.location = loc
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if world.difficulty[player] == 'normal':
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if not found_bomb_upgrade and len(possible_replacements) > 0:
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choices = []
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for shop, idx, loc, item in possible_replacements:
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if item.name in ['Bombs (3)', 'Bombs (10)']:
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choices.append((shop, idx, loc, item))
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if len(choices) > 0:
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shop, idx, loc, item = random.choice(choices)
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upgrade = ItemFactory('Bomb Upgrade (+5)', player)
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shop.add_inventory(idx, upgrade.name, randomize_price(upgrade.price), 6,
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item.name, randomize_price(item.price), player=item.player)
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loc.item = upgrade
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upgrade.location = loc
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if not found_arrow_upgrade and len(possible_replacements) > 0:
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choices = []
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for shop, idx, loc, item in possible_replacements:
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if item.name == 'Arrows (10)' or (item.name == 'Single Arrow' and not world.retro[player]):
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choices.append((shop, idx, loc, item))
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if len(choices) > 0:
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shop, idx, loc, item = random.choice(choices)
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upgrade = ItemFactory('Arrow Upgrade (+5)', player)
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shop.add_inventory(idx, upgrade.name, randomize_price(upgrade.price), 6,
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item.name, randomize_price(item.price), player=item.player)
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loc.item = upgrade
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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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balance_prices(world, player)
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