Merge branch 'DoorDevUnstable' into OverworldShuffleDev

This commit is contained in:
codemann8
2025-01-19 02:00:38 -06:00
6 changed files with 42 additions and 9 deletions

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@@ -1061,8 +1061,10 @@ def create_doors(world, player):
create_door(player, 'TR Crystaroller Down Stairs', Sprl).dir(Dn, 0x04, 0, HTH).ss(A, 0x12, 0x80, True, True).small_key().pos(0), create_door(player, 'TR Crystaroller Down Stairs', Sprl).dir(Dn, 0x04, 0, HTH).ss(A, 0x12, 0x80, True, True).small_key().pos(0),
create_door(player, 'TR Dark Ride Up Stairs', Sprl).dir(Up, 0xb5, 0, HTH).ss(A, 0x1b, 0x6c), create_door(player, 'TR Dark Ride Up Stairs', Sprl).dir(Up, 0xb5, 0, HTH).ss(A, 0x1b, 0x6c),
create_door(player, 'TR Dark Ride SW', Nrml).dir(So, 0xb5, Left, High).trap(0x4).pos(0).portal(Z, 0x22), create_door(player, 'TR Dark Ride SW', Nrml).dir(So, 0xb5, Left, High).trap(0x4).pos(0).portal(Z, 0x22),
create_door(player, 'TR Dark Ride Path', Lgcl), create_door(player, 'TR Dark Ride Normal Path', Lgcl),
create_door(player, 'TR Dark Ride Ledges Path', Lgcl), create_door(player, 'TR Dark Ride Ledge Path', Lgcl),
create_door(player, 'TR Dark Ride Backward Path', Lgcl),
create_door(player, 'TR Dark Ride Return Path', Lgcl),
create_door(player, 'TR Dash Bridge NW', Nrml).dir(No, 0xc5, Left, High).pos(1), create_door(player, 'TR Dash Bridge NW', Nrml).dir(No, 0xc5, Left, High).pos(1),
create_door(player, 'TR Dash Bridge SW', Nrml).dir(So, 0xc5, Left, High).pos(2).portal(Z, 0x02), create_door(player, 'TR Dash Bridge SW', Nrml).dir(So, 0xc5, Left, High).pos(2).portal(Z, 0x02),
create_door(player, 'TR Dash Bridge WS', Nrml).dir(We, 0xc5, Bot, High).small_key().pos(0), create_door(player, 'TR Dash Bridge WS', Nrml).dir(We, 0xc5, Bot, High).small_key().pos(0),

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@@ -855,8 +855,8 @@ def customize_shops(world, player):
if len(choices) > 0: if len(choices) > 0:
shop, idx, loc, item = random.choice(choices) shop, idx, loc, item = random.choice(choices)
upgrade = ItemFactory('Bomb Upgrade (+5)', player) upgrade = ItemFactory('Bomb Upgrade (+5)', player)
up_price = final_price(loc, upgrade.price, world, player) up_price = final_price(loc.name, upgrade.price, world, player)
rep_price = final_price(loc, item.price, world, player) rep_price = final_price(loc.name, item.price, world, player)
shop.add_inventory(idx, upgrade.name, up_price, 6, shop.add_inventory(idx, upgrade.name, up_price, 6,
item.name, rep_price, player=item.player) item.name, rep_price, player=item.player)
loc.item = upgrade loc.item = upgrade
@@ -869,8 +869,8 @@ def customize_shops(world, player):
if len(choices) > 0: if len(choices) > 0:
shop, idx, loc, item = random.choice(choices) shop, idx, loc, item = random.choice(choices)
upgrade = ItemFactory('Arrow Upgrade (+5)', player) upgrade = ItemFactory('Arrow Upgrade (+5)', player)
up_price = final_price(loc, upgrade.price, world, player) up_price = final_price(loc.name, upgrade.price, world, player)
rep_price = final_price(loc, item.price, world, player) rep_price = final_price(loc.name, item.price, world, player)
shop.add_inventory(idx, upgrade.name, up_price, 6, shop.add_inventory(idx, upgrade.name, up_price, 6,
item.name, rep_price, player=item.player) item.name, rep_price, player=item.player)
loc.item = upgrade loc.item = upgrade
@@ -936,7 +936,8 @@ def balance_prices(world, player):
slot = shop_to_location_table[loc.parent_region.name].index(loc.name) slot = shop_to_location_table[loc.parent_region.name].index(loc.name)
needed_money += loc.parent_region.shop.inventory[slot]['price'] needed_money += loc.parent_region.shop.inventory[slot]['price']
target = available_money - needed_money modifier = world.money_balance[player]/100
target = available_money - needed_money * modifier
# remove the first set of shops from consideration (or used them for discounting) # remove the first set of shops from consideration (or used them for discounting)
state, done = CollectionState(world), False state, done = CollectionState(world), False
unchecked_locations = world.get_locations().copy() unchecked_locations = world.get_locations().copy()

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@@ -40,7 +40,7 @@ from source.enemizer.DamageTables import DamageTable
from source.enemizer.Enemizer import randomize_enemies from source.enemizer.Enemizer import randomize_enemies
from source.rom.DataTables import init_data_tables from source.rom.DataTables import init_data_tables
version_number = '1.4.8' version_number = '1.4.8.1'
version_branch = '-u' version_branch = '-u'
__version__ = f'{version_number}{version_branch}' __version__ = f'{version_number}{version_branch}'

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@@ -141,6 +141,10 @@ These are now independent of retro mode and have three options: None, Random, an
# Patch Notes # Patch Notes
* 1.4.8.1
- Fixed broken doors generation
- Fixed bomb/arrow upgrade ignoring custom pricing
- Extended `money_balance` to apply to price balancing for non-custom shops.
* 1.4.8 * 1.4.8
- New option: Mirror Scroll - to add the item to the starting inventory in non-doors modes (Thanks Telethar!) - New option: Mirror Scroll - to add the item to the starting inventory in non-doors modes (Thanks Telethar!)
- Customizer: Ability to customize shop prices and control money balancing. `money_balance` is a percentage betwen 0 and 100 that attempts to ensure you have that much percentage of money available for purchases. (100 is default, 0 essentially ignores money considerations) - Customizer: Ability to customize shop prices and control money balancing. `money_balance` is a percentage betwen 0 and 100 that attempts to ensure you have that much percentage of money available for purchases. (100 is default, 0 essentially ignores money considerations)

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@@ -46,6 +46,13 @@ Player 1's settings will be determined by rolling the mystery weights and player
Start inventory is not supported here. It has a separate section. Start inventory is not supported here. It has a separate section.
#### Extra Settings
Some settings are intended to only be accessed using the customizer:
* `aga_randomness` setting this to false, turns off blue balls and ganon warp randomness
* `money_balance` this is a percent (0-100). For numbers less than 100, both price balancing and money balancing will only attempt to ensure the player has access to only a percentage of the required funds. When 0, this should effectively disable money balancing. Grinding for rupees may be necessary whenever this is less than 100.
###### Not Yet Implemented ###### Not Yet Implemented
Rom/Adjust flags like sprite, quickswap are not outputing with the print_template_yaml or print_custom_yaml settings Rom/Adjust flags like sprite, quickswap are not outputing with the print_template_yaml or print_custom_yaml settings
@@ -309,4 +316,19 @@ drops:
Fish: Big Magic Fish: Big Magic
``` ```
Prize packs expect a list of eight items each (anything not specified will be whatever randomization would have normally occurred). The special drops expect a single item. Packs 1 through 7 are supported. Prize pack 0 is not customizable. Prize packs expect a list of eight items each (anything not specified will be whatever randomization would have normally occurred). The special drops expect a single item. Packs 1 through 7 are supported. Prize pack 0 is not customizable.
## prices
This must be defined by player. You may have the prices of items in shops defined using the following
```
prices:
1:
Capacity Upgrade - Left: 100
Capacity Upgrade - Right: 200
Dark Death Mountain Shop - Left: 100
Dark Death Mountain Shop - Middle: 150
Dark Death Mountain Shop - Right: 300
Dark Lake Hylia Shop - Left: 200
```

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@@ -166,6 +166,10 @@ bosses:
Palace of Darkness: Arrghus Palace of Darkness: Arrghus
Thieves Town: Blind Thieves Town: Blind
Ganons Tower (top): Vitreous Ganons Tower (top): Vitreous
prices:
1:
Capacity Upgrade - Left: 5
Capacity Upgrade - Right: 216
start_inventory: start_inventory:
1: 1:
- Pegasus Boots - Pegasus Boots