Initial Shopsanity
Retro work
This commit is contained in:
180
ItemList.py
180
ItemList.py
@@ -6,7 +6,8 @@ from BaseClasses import Region, RegionType, Shop, ShopType, Location
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from Bosses import place_bosses
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from Dungeons import get_dungeon_item_pool
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from EntranceShuffle import connect_entrance
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from Fill import FillError, fill_restrictive, fast_fill
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from Regions import shop_to_location_table, retro_shops
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from Fill import FillError, fill_restrictive
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from Items import ItemFactory
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import source.classes.constants as CONST
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@@ -304,6 +305,13 @@ def generate_itempool(world, player):
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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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if world.shopsanity[player]:
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for shop in world.shops[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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items = ItemFactory(pool, player)
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world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms
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@@ -371,6 +379,7 @@ take_any_locations = [
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'Palace of Darkness Hint', 'East Dark World Hint', 'Archery Game', 'Dark Lake Hylia Ledge Hint',
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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[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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@@ -385,38 +394,43 @@ def set_up_take_anys(world, player):
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entrance = world.get_region(reg, player).entrances[0]
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connect_entrance(world, entrance, old_man_take_any, player)
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entrance.target = 0x58
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old_man_take_any.shop = Shop(old_man_take_any, 0x0112, ShopType.TakeAny, 0xE2, True, True)
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world.shops.append(old_man_take_any.shop)
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old_man_take_any.shop = Shop(old_man_take_any, 0x0112, ShopType.TakeAny, 0xE2, True, not world.shopsanity[player])
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world.shops[player].append(old_man_take_any.shop)
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swords = [item for item in world.itempool if item.type == 'Sword' and item.player == player]
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if swords:
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sword = random.choice(swords)
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world.itempool.remove(sword)
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sword = next((item for item in world.itempool if item.type == 'Sword' and item.player == player), None)
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if sword:
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world.itempool.append(ItemFactory('Rupees (20)', player))
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if not world.shopsanity[player]:
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world.itempool.remove(sword)
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old_man_take_any.shop.add_inventory(0, sword.name, 0, 0, create_location=True)
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else:
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old_man_take_any.shop.add_inventory(0, 'Rupees (300)', 0, 0)
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if world.shopsanity[player]:
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world.itempool.append(ItemFactory('Rupees (300)', player))
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old_man_take_any.shop.add_inventory(0, 'Rupees (300)', 0, 0, create_location=world.shopsanity[player])
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take_any_type = ShopType.Shop if world.shopsanity[player] else ShopType.TakeAny
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for num in range(4):
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take_any = Region("Take-Any #{}".format(num+1), RegionType.Cave, 'a cave of choice', player)
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world.regions.append(take_any)
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world.dynamic_regions.append(take_any)
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target, room_id = random.choice([(0x58, 0x0112), (0x60, 0x010F), (0x46, 0x011F)])
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reg = regions.pop()
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entrance = world.get_region(reg, player).entrances[0]
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connect_entrance(world, entrance, take_any, player)
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entrance.target = target
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take_any.shop = Shop(take_any, room_id, ShopType.TakeAny, 0xE3, True, True)
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world.shops.append(take_any.shop)
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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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take_any.shop = Shop(take_any, room_id, take_any_type, 0xE3, True, not world.shopsanity[player])
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world.shops[player].append(take_any.shop)
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take_any.shop.add_inventory(0, 'Blue Potion', 0, 0, create_location=world.shopsanity[player])
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take_any.shop.add_inventory(1, 'Boss Heart Container', 0, 0, create_location=world.shopsanity[player])
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if world.shopsanity[player]:
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world.itempool.append(ItemFactory('Blue Potion', player))
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world.itempool.append(ItemFactory('Boss Heart Container', player))
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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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for shop in world.shops[player]:
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if shop.region.player == player:
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for i, item in enumerate(shop.inventory):
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if item is None:
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@@ -428,9 +442,10 @@ def create_dynamic_shop_locations(world, player):
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world.clear_location_cache()
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world.push_item(loc, ItemFactory(item['item'], player), False)
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loc.event = True
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loc.locked = True
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if not world.shopsanity[player]:
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world.push_item(loc, ItemFactory(item['item'], player), False)
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loc.event = True
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loc.locked = True
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def fill_prizes(world, attempts=15):
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@@ -462,20 +477,125 @@ def fill_prizes(world, attempts=15):
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def set_up_shops(world, player):
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# TODO: move hard+ mode changes for sheilds here, utilizing the new shops
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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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if not rss.locked:
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rss.custom = True
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rss.add_inventory(2, 'Single Arrow', 80)
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for shop in random.sample([s for s in world.shops if not s.locked and s.region.player == player], 5):
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shop.custom = True
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shop.locked = True
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shop.add_inventory(0, 'Single Arrow', 80)
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shop.add_inventory(1, 'Small Key (Universal)', 100)
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shop.add_inventory(2, 'Bombs (10)', 50)
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rss.locked = True
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if world.shopsanity[player]:
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removals = [next(item for item in world.itempool if item.name == 'Arrows (10)' and item.player == player)]
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red_pots = [item for item in world.itempool if item.name == 'Red Potion' and item.player == player][:5]
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shields_n_hearts = [item for item in world.itempool if item.name in ['Blue Shield', 'Small Heart'] and item.player == player]
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removals.extend(red_pots)
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removals.extend(random.sample(shields_n_hearts, 5))
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for remove in removals:
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world.itempool.remove(remove)
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for i in range(6):
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arrow_item = ItemFactory('Single Arrow', player)
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arrow_item.advancement = True
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world.itempool.append(arrow_item)
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for i in range(5):
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world.itempool.append(ItemFactory('Small Key (Universal)', player))
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# TODO: move hard+ mode changes for shields here, utilizing the new shops
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else:
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rss = world.get_region('Red Shield Shop', player).shop
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if not rss.locked:
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rss.custom = True
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rss.add_inventory(2, 'Single Arrow', 80)
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for shop in random.sample([s for s in world.shops if not s.locked and s.region.player == player], 5):
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shop.custom = True
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shop.locked = True
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shop.add_inventory(0, 'Single Arrow', 80)
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shop.add_inventory(1, 'Small Key (Universal)', 100)
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shop.add_inventory(2, 'Bombs (10)', 50)
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rss.locked = True
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def customize_shops(world, player):
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found_bomb_upgrade, found_arrow_upgrade = False, False
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possible_replacements = []
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shops_to_customize = shop_to_location_table.copy()
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if world.retro[player]:
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shops_to_customize.update(retro_shops)
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for shop_name, loc_list in shops_to_customize.items():
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shop = world.get_region(shop_name, player).shop
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shop.custom = True
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shop.clear_inventory()
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for idx, loc in enumerate(loc_list):
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location = world.get_location(loc, player)
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item = location.item
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max_repeat = 1
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if shop_name not in retro_shops:
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if item.name in repeatable_shop_items:
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max_repeat = 0
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if item.name in ['Bomb Upgrade (+5)', 'Arrow Upgrade (+5)']:
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if item.name == 'Bomb Upgrade (+5)':
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found_bomb_upgrade = True
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if item.name == 'Arrow Upgrade (+5)':
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found_arrow_upgrade = True
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max_repeat = 7
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if shop_name in retro_shops:
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price = 0
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else:
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price = 120 if shop_name == 'Potion Shop' and item.name == 'Red Potion' else item.price
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if world.retro[player] and item.name == 'Single Arrow':
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price = 80
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# randomize price
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shop.add_inventory(idx, item.name, randomize_price(price), max_repeat)
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if item.name in cap_replacements and shop_name not in retro_shops:
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possible_replacements.append((shop, idx, location, item))
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# todo: randomize 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))
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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))
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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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def randomize_price(price):
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half_price = price // 2
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max_price = price - half_price
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if max_price % 5 == 0:
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max_price //= 5
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return random.randint(0, max_price) * 5 + half_price
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else:
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return price
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def change_shop_items_to_rupees(world, player, shops):
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locations = world.get_filled_locations(player)
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for location in locations:
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if location.item.name in shop_transfer.keys() and location.parent_region not in shops:
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new_item = ItemFactory(shop_transfer[location.item.name], location.item.player)
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location.item = new_item
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repeatable_shop_items = ['Single Arrow', 'Arrows (10)', 'Bombs (3)', 'Bombs (10)', 'Red Potion', 'Small Heart',
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'Blue Shield', 'Red Shield', 'Bee', 'Small Key (Universal)']
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cap_replacements = ['Single Arrow', 'Arrows (10)', 'Bombs (3)', 'Bombs (10)']
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shop_transfer = {'Red Potion': 'Rupees (100)', 'Bee': 'Rupees (5)', 'Blue Potion': 'Rupees (100)',
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'Blue Shield': 'Rupees (50)', 'Red Shield': 'Rupees (300)'}
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def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, retro, door_shuffle):
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