Merge remote-tracking branch 'origin/OverworldShuffle' into OverworldShuffle

This commit is contained in:
2022-01-04 00:27:20 -08:00
15 changed files with 162 additions and 148 deletions

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@@ -184,7 +184,7 @@ def get_custom_array_key(item):
def generate_itempool(world, player):
if (world.difficulty[player] not in ['normal', 'hard', 'expert'] or world.goal[player] not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals', 'trinity']
if (world.difficulty[player] not in ['normal', 'hard', 'expert'] or world.goal[player] not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'trinity', 'crystals']
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']):
raise NotImplementedError('Not supported yet')
@@ -268,8 +268,8 @@ def generate_itempool(world, player):
world.get_location('Zelda Drop Off', player).locked = True
# set up item pool
if world.custom:
(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_total, 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.bombbag[player], world.customitemarray)
if world.custom and player in world.customitemarray:
(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_total, 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.bombbag[player], world.customitemarray[player])
world.rupoor_cost = min(world.customitemarray[player]["rupoorcost"], 9999)
else:
(pool, placed_items, precollected_items, clock_mode, lamps_needed_for_dark_rooms) = get_pool_core(world.progressive, world.shuffle[player], world.difficulty[player], world.treasure_hunt_total[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro[player], world.bombbag[player], world.doorShuffle[player], world.logic[player])
@@ -370,14 +370,8 @@ def generate_itempool(world, player):
world.clock_mode = clock_mode
if world.goal[player] in ['triforcehunt', 'trinity']:
if world.treasure_hunt_count[player] == 0:
world.treasure_hunt_count[player] = 20
if world.treasure_hunt_total[player] == 0:
world.treasure_hunt_total[player] = 30
world.treasure_hunt_count[player], world.treasure_hunt_total[player] = set_default_triforce(world.goal[player], world.treasure_hunt_count[player], world.treasure_hunt_total[player])
world.treasure_hunt_icon[player] = 'Triforce Piece'
if world.custom:
world.treasure_hunt_count[player] = treasure_hunt_count
world.treasure_hunt_total[player] = treasure_hunt_total
world.itempool.extend([item for item in get_dungeon_item_pool(world) if item.player == player
and ((item.smallkey and world.keyshuffle[player])
@@ -388,9 +382,9 @@ def generate_itempool(world, player):
# logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
# rather than making all hearts/heart pieces progression items (which slows down generation considerably)
# We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
if world.difficulty[player] in ['normal', 'hard'] and not (world.custom and world.customitemarray[player]["heartcontainer"] == 0):
if world.difficulty[player] in ['normal', 'hard'] and not (world.custom and player in world.customitemarray and world.customitemarray[player]["heartcontainer"] == 0):
next(item for item in items if item.name == 'Boss Heart Container').advancement = True
elif world.difficulty[player] in ['expert'] and not (world.custom and world.customitemarray[player]["heartpiece"] < 4):
elif world.difficulty[player] in ['expert'] and not (world.custom and player in world.customitemarray and world.customitemarray[player]["heartpiece"] < 4):
adv_heart_pieces = (item for item in items if item.name == 'Piece of Heart')
for i in range(4):
next(adv_heart_pieces).advancement = True
@@ -447,7 +441,7 @@ def set_up_take_anys(world, player):
if world.mode[player] == 'inverted':
if 'Dark Sanctuary Hint' in take_any_locations:
take_any_locations.remove('Dark Sanctuary Hint')
if (world.mode[player] == 'inverted') != (0x29 in world.owswaps[player][0] and world.owMixed[player]):
if world.is_tile_swapped(0x29, player):
if 'Archery Game' in take_any_locations:
take_any_locations.remove('Archery Game')
@@ -966,13 +960,12 @@ def get_pool_core(progressive, shuffle, difficulty, treasure_hunt_total, timer,
return (pool, placed_items, precollected_items, clock_mode, lamps_needed_for_dark_rooms)
def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, swords, retro, bombbag, customitemarray):
if isinstance(customitemarray,dict) and 1 in customitemarray:
customitemarray = customitemarray[1]
pool = []
placed_items = {}
precollected_items = []
clock_mode = None
treasure_hunt_count = None
treasure_hunt_total = None
treasure_hunt_icon = None
def place_item(loc, item):
@@ -981,7 +974,7 @@ def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, s
# Correct for insanely oversized item counts and take initial steps to handle undersized pools.
# Bow to Silver Arrows Upgrade, including Generic Keys & Rupoors
for x in [*range(0, 66 + 1), 68, 69]:
for x in [*range(0, 69)]:
key = CONST.CUSTOMITEMS[x]
if customitemarray[key] > total_items_to_place:
customitemarray[key] = total_items_to_place
@@ -990,6 +983,10 @@ def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, s
if customitemarray["triforce"] > total_items_to_place:
customitemarray["triforce"] = total_items_to_place
# Triforce Pieces
if goal in ['triforcehunt', 'trinity']:
customitemarray["triforcepiecesgoal"], customitemarray["triforcepieces"] = set_default_triforce(goal, customitemarray["triforcepiecesgoal"], customitemarray["triforcepieces"])
itemtotal = 0
# Bow to Silver Arrows Upgrade, including Generic Keys & Rupoors
for x in [*range(0, 66 + 1), 68, 69]:
@@ -1020,18 +1017,7 @@ def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, s
pool.append(thisbottle)
if customitemarray["triforcepieces"] > 0 or customitemarray["triforcepiecesgoal"] > 0:
treasure_hunt_count = 20
treasure_hunt_total = 30
if customitemarray["triforcepiecesgoal"] > 0:
treasure_hunt_count = max(min(customitemarray["triforcepiecesgoal"], 99), 1) #To display, count must be between 1 and 99.
if customitemarray["triforcepieces"] > 0:
treasure_hunt_total = max(min(customitemarray["triforcepieces"], 168), treasure_hunt_count) #168 max to ensure other progression can fit.
treasure_hunt_icon = 'Triforce Piece'
# Ensure game is always possible to complete here, force sufficient pieces if the player is unwilling.
if (customitemarray["triforcepieces"] < treasure_hunt_count) and (goal in ['triforcehunt', 'trinity']) and (customitemarray["triforce"] == 0):
extrapieces = treasure_hunt_count - customitemarray["triforcepieces"]
pool.extend(['Triforce Piece'] * extrapieces)
itemtotal = itemtotal + extrapieces
if timer in ['display', 'timed', 'timed-countdown']:
clock_mode = 'countdown' if timer == 'timed-countdown' else 'stopwatch'
@@ -1075,6 +1061,18 @@ def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, s
return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_total, treasure_hunt_icon, lamps_needed_for_dark_rooms)
def set_default_triforce(goal, custom_goal, custom_total):
triforce_goal, triforce_total = 0, 0
if goal == 'triforcehunt':
triforce_goal, triforce_total = 20, 30
elif goal == 'trinity':
triforce_goal, triforce_total = 8, 10
if custom_goal > 0:
triforce_goal = max(min(custom_goal, 128), 1)
if custom_total > 0 or custom_goal > 0:
triforce_total = max(min(custom_total, 128), triforce_goal) #128 max to ensure other progression can fit.
return (triforce_goal, triforce_total)
# A quick test to ensure all combinations generate the correct amount of items.
def test():
for difficulty in ['normal', 'hard', 'expert']: