1123 lines
56 KiB
Python
1123 lines
56 KiB
Python
from collections import namedtuple
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import logging
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import math
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import RaceRandom as random
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from BaseClasses import Region, RegionType, Shop, ShopType, Location, CollectionState, PotItem
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from EntranceShuffle import connect_entrance
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from Regions import shop_to_location_table, retro_shops, shop_table_by_location, valid_pot_location
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from Fill import FillError, fill_restrictive, fast_fill, get_dungeon_item_pool
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from PotShuffle import vanilla_pots
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from Items import ItemFactory
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from source.item.FillUtil import trash_items, pot_items
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import source.classes.constants as CONST
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#This file sets the item pools for various modes. Timed modes and triforce hunt are enforced first, and then extra items are specified per mode to fill in the remaining space.
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#Some basic items that various modes require are placed here, including pendants and crystals. Medallion requirements for the two relevant entrances are also decided.
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alwaysitems = ['Bombos', 'Book of Mudora', 'Cane of Somaria', 'Ether', 'Fire Rod', 'Flippers', 'Ocarina', 'Hammer', 'Hookshot', 'Ice Rod', 'Lamp',
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'Cape', 'Magic Powder', 'Mushroom', 'Pegasus Boots', 'Quake', 'Shovel', 'Bug Catching Net', 'Cane of Byrna', 'Blue Boomerang', 'Red Boomerang']
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progressivegloves = ['Progressive Glove'] * 2
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basicgloves = ['Power Glove', 'Titans Mitts']
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normalbottles = ['Bottle', 'Bottle (Red Potion)', 'Bottle (Green Potion)', 'Bottle (Blue Potion)', 'Bottle (Fairy)', 'Bottle (Bee)', 'Bottle (Good Bee)']
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hardbottles = ['Bottle', 'Bottle (Red Potion)', 'Bottle (Green Potion)', 'Bottle (Blue Potion)', 'Bottle (Bee)', 'Bottle (Good Bee)']
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normalbaseitems = (['Magic Upgrade (1/2)', 'Single Arrow', 'Sanctuary Heart Container', 'Arrows (10)', 'Bombs (10)'] +
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['Rupees (300)'] * 4 + ['Boss Heart Container'] * 10 + ['Piece of Heart'] * 24)
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normalfirst15extra = ['Rupees (100)', 'Rupees (300)', 'Rupees (50)'] + ['Arrows (10)'] * 6 + ['Bombs (3)'] * 6
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normalsecond15extra = ['Bombs (3)'] * 10 + ['Rupees (50)'] * 2 + ['Arrows (10)'] * 2 + ['Rupee (1)']
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normalthird10extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 3 + ['Arrows (10)', 'Rupee (1)', 'Rupees (5)']
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normalfourth5extra = ['Arrows (10)'] * 2 + ['Rupees (20)'] * 2 + ['Rupees (5)']
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normalfinal25extra = ['Rupees (20)'] * 23 + ['Rupees (5)'] * 2
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Difficulty = namedtuple('Difficulty',
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['baseitems', 'bottles', 'bottle_count', 'same_bottle', 'progressiveshield',
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'basicshield', 'progressivearmor', 'basicarmor', 'swordless',
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'progressivesword', 'basicsword', 'basicbow', 'timedohko', 'timedother',
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'retro', 'bombbag',
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'extras', 'progressive_sword_limit', 'progressive_shield_limit',
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'progressive_armor_limit', 'progressive_bottle_limit',
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'progressive_bow_limit', 'heart_piece_limit', 'boss_heart_container_limit'])
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total_items_to_place = 153
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difficulties = {
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'normal': Difficulty(
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baseitems = normalbaseitems,
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bottles = normalbottles,
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bottle_count = 4,
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same_bottle = False,
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progressiveshield = ['Progressive Shield'] * 3,
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basicshield = ['Blue Shield', 'Red Shield', 'Mirror Shield'],
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progressivearmor = ['Progressive Armor'] * 2,
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basicarmor = ['Blue Mail', 'Red Mail'],
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swordless = ['Rupees (20)'] * 4,
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progressivesword = ['Progressive Sword'] * 4,
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basicsword = ['Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword'],
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basicbow = ['Bow', 'Silver Arrows'],
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timedohko = ['Green Clock'] * 25,
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timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10,
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retro = ['Small Key (Universal)'] * 18 + ['Rupees (20)'] * 10,
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bombbag = ['Bomb Upgrade (+10)'] * 2,
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extras = [normalfirst15extra, normalsecond15extra, normalthird10extra, normalfourth5extra, normalfinal25extra],
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progressive_sword_limit = 4,
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progressive_shield_limit = 3,
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progressive_armor_limit = 2,
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progressive_bow_limit = 2,
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progressive_bottle_limit = 4,
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boss_heart_container_limit = 255,
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heart_piece_limit = 255,
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),
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'hard': Difficulty(
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baseitems = normalbaseitems,
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bottles = hardbottles,
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bottle_count = 4,
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same_bottle = False,
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progressiveshield = ['Progressive Shield'] * 3,
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basicshield = ['Blue Shield', 'Red Shield', 'Red Shield'],
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progressivearmor = ['Progressive Armor'] * 2,
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basicarmor = ['Progressive Armor'] * 2, # neither will count
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swordless = ['Rupees (20)'] * 4,
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progressivesword = ['Progressive Sword'] * 4,
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basicsword = ['Fighter Sword', 'Master Sword', 'Master Sword', 'Tempered Sword'],
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basicbow = ['Bow'] * 2,
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timedohko = ['Green Clock'] * 25,
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timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10,
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retro = ['Small Key (Universal)'] * 13 + ['Rupees (5)'] * 15,
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bombbag = ['Bomb Upgrade (+10)'] * 2,
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extras = [normalfirst15extra, normalsecond15extra, normalthird10extra, normalfourth5extra, normalfinal25extra],
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progressive_sword_limit = 3,
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progressive_shield_limit = 2,
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progressive_armor_limit = 0,
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progressive_bow_limit = 1,
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progressive_bottle_limit = 4,
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boss_heart_container_limit = 6,
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heart_piece_limit = 16,
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),
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'expert': Difficulty(
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baseitems = normalbaseitems,
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bottles = hardbottles,
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bottle_count = 4,
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same_bottle = False,
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progressiveshield = ['Progressive Shield'] * 3,
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basicshield = ['Progressive Shield'] * 3, #only the first one will upgrade, making this equivalent to two blue shields
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progressivearmor = ['Progressive Armor'] * 2, # neither will count
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basicarmor = ['Progressive Armor'] * 2, # neither will count
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swordless = ['Rupees (20)'] * 4,
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progressivesword = ['Progressive Sword'] * 4,
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basicsword = ['Fighter Sword', 'Fighter Sword', 'Master Sword', 'Master Sword'],
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basicbow = ['Bow'] * 2,
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timedohko = ['Green Clock'] * 20 + ['Red Clock'] * 5,
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timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10,
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retro = ['Small Key (Universal)'] * 13 + ['Rupees (5)'] * 15,
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bombbag = ['Bomb Upgrade (+10)'] * 2,
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extras = [normalfirst15extra, normalsecond15extra, normalthird10extra, normalfourth5extra, normalfinal25extra],
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progressive_sword_limit = 2,
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progressive_shield_limit = 1,
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progressive_armor_limit = 0,
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progressive_bow_limit = 1,
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progressive_bottle_limit = 4,
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boss_heart_container_limit = 2,
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heart_piece_limit = 8,
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),
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}
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# Translate between Mike's label array and YAML/JSON keys
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def get_custom_array_key(item):
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label_switcher = {
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"silverarrow": "silversupgrade",
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"blueboomerang": "boomerang",
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"redboomerang": "redmerang",
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"ocarina": "flute",
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"bugcatchingnet": "bugnet",
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"bookofmudora": "book",
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"pegasusboots": "boots",
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"titansmitts": "titansmitt",
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"pieceofheart": "heartpiece",
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"bossheartcontainer": "heartcontainer",
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"sanctuaryheartcontainer": "sancheart",
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"mastersword": "sword2",
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"temperedsword": "sword3",
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"goldensword": "sword4",
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"blueshield": "shield1",
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"redshield": "shield2",
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"mirrorshield": "shield3",
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"bluemail": "mail2",
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"redmail": "mail3",
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"progressivearmor": "progressivemail",
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"splus12": "halfmagic",
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"splus14": "quartermagic",
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"singlearrow": "arrow1",
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"singlebomb": "bomb1",
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"triforcepiece": "triforcepieces"
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}
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key = item.lower()
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trans = {
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" ": "",
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'(': "",
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'/': "",
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')': "",
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'+': "",
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"magic": "",
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"caneof": "",
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"upgrade": "splus",
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"arrows": "arrow",
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"arrowplus": "arrowsplus",
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"bombs": "bomb",
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"bombplus": "bombsplus",
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"rupees": "rupee"
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}
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for check in trans:
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repl = trans[check]
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key = key.replace(check,repl)
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if key in label_switcher:
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key = label_switcher.get(key)
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return key
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def generate_itempool(world, player):
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if (world.difficulty[player] not in ['normal', 'hard', 'expert'] or world.goal[player] not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'trinity', 'crystals']
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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']):
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raise NotImplementedError('Not supported yet')
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if world.timer in ['ohko', 'timed-ohko']:
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world.can_take_damage = False
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if world.goal[player] in ['pedestal', 'triforcehunt']:
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world.push_item(world.get_location('Ganon', player), ItemFactory('Nothing', player), False)
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else:
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world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False)
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if world.goal[player] in ['triforcehunt', 'trinity']:
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region = world.get_region('Light World', player)
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loc = Location(player, "Murahdahla", parent=region)
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region.locations.append(loc)
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world.dynamic_locations.append(loc)
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world.clear_location_cache()
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world.push_item(loc, ItemFactory('Triforce', player), False)
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loc.event = True
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loc.locked = True
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world.get_location('Ganon', player).event = True
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world.get_location('Ganon', player).locked = True
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world.push_item(world.get_location('Agahnim 1', player), ItemFactory('Beat Agahnim 1', player), False)
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world.get_location('Agahnim 1', player).event = True
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world.get_location('Agahnim 1', player).locked = True
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world.push_item(world.get_location('Agahnim 2', player), ItemFactory('Beat Agahnim 2', player), False)
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world.get_location('Agahnim 2', player).event = True
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world.get_location('Agahnim 2', player).locked = True
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world.push_item(world.get_location('Dark Blacksmith Ruins', player), ItemFactory('Pick Up Purple Chest', player), False)
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world.get_location('Dark Blacksmith Ruins', player).event = True
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world.get_location('Dark Blacksmith Ruins', player).locked = True
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world.push_item(world.get_location('Frog', player), ItemFactory('Get Frog', player), False)
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world.get_location('Frog', player).event = True
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world.get_location('Frog', player).locked = True
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world.push_item(world.get_location('Missing Smith', player), ItemFactory('Return Smith', player), False)
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world.get_location('Missing Smith', player).event = True
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world.get_location('Missing Smith', player).locked = True
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world.push_item(world.get_location('Floodgate', player), ItemFactory('Open Floodgate', player), False)
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world.get_location('Floodgate', player).event = True
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world.get_location('Floodgate', player).locked = True
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world.push_item(world.get_location('Trench 1 Switch', player), ItemFactory('Trench 1 Filled', player), False)
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world.get_location('Trench 1 Switch', player).event = True
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world.get_location('Trench 1 Switch', player).locked = True
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world.push_item(world.get_location('Trench 2 Switch', player), ItemFactory('Trench 2 Filled', player), False)
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world.get_location('Trench 2 Switch', player).event = True
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world.get_location('Trench 2 Switch', player).locked = True
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world.push_item(world.get_location('Swamp Drain', player), ItemFactory('Drained Swamp', player), False)
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world.get_location('Swamp Drain', player).event = True
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world.get_location('Swamp Drain', player).locked = True
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world.push_item(world.get_location('Attic Cracked Floor', player), ItemFactory('Shining Light', player), False)
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world.get_location('Attic Cracked Floor', player).event = True
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world.get_location('Attic Cracked Floor', player).locked = True
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world.push_item(world.get_location('Suspicious Maiden', player), ItemFactory('Maiden Rescued', player), False)
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world.get_location('Suspicious Maiden', player).event = True
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world.get_location('Suspicious Maiden', player).locked = True
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world.push_item(world.get_location('Revealing Light', player), ItemFactory('Maiden Unmasked', player), False)
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world.get_location('Revealing Light', player).event = True
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world.get_location('Revealing Light', player).locked = True
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world.push_item(world.get_location('Ice Block Drop', player), ItemFactory('Convenient Block', player), False)
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world.get_location('Ice Block Drop', player).event = True
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world.get_location('Ice Block Drop', player).locked = True
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world.push_item(world.get_location('Skull Star Tile', player), ItemFactory('Hidden Pits', player), False)
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world.get_location('Skull Star Tile', player).event = True
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world.get_location('Skull Star Tile', player).locked = True
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if world.mode[player] == 'standard':
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world.push_item(world.get_location('Zelda Pickup', player), ItemFactory('Zelda Herself', player), False)
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world.get_location('Zelda Pickup', player).event = True
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world.get_location('Zelda Pickup', player).locked = True
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world.push_item(world.get_location('Zelda Drop Off', player), ItemFactory('Zelda Delivered', player), False)
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world.get_location('Zelda Drop Off', player).event = True
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world.get_location('Zelda Drop Off', player).locked = True
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# set up item pool
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if world.custom:
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, 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)
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world.rupoor_cost = min(world.customitemarray[player]["rupoorcost"], 9999)
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else:
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(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])
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if player in world.pool_adjustment.keys():
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amt = world.pool_adjustment[player]
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if amt < 0:
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trash_options = [x for x in pool if x in trash_items]
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random.shuffle(trash_options)
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trash_options = sorted(trash_options, key=lambda x: trash_items[x], reverse=True)
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while amt > 0 and len(trash_options) > 0:
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pool.remove(trash_options.pop())
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amt -= 1
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elif amt > 0:
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for _ in range(0, amt):
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pool.append('Rupees (20)')
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for item in precollected_items:
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world.push_precollected(ItemFactory(item, player))
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if world.mode[player] == 'standard' and not world.state.has_blunt_weapon(player):
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if "Link's Uncle" not in placed_items:
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found_sword = False
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found_bow = False
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possible_weapons = []
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for item in pool:
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if item in ['Progressive Sword', 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword']:
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if not found_sword and world.swords[player] != 'swordless':
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found_sword = True
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possible_weapons.append(item)
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if item in ['Progressive Bow', 'Bow'] and not found_bow and not world.retro[player]:
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found_bow = True
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possible_weapons.append(item)
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if item in ['Hammer', 'Fire Rod', 'Cane of Somaria', 'Cane of Byrna']:
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if item not in possible_weapons:
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possible_weapons.append(item)
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if not world.bombbag[player] and item in ['Bombs (10)']:
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if item not in possible_weapons and world.doorShuffle[player] != 'crossed':
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possible_weapons.append(item)
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starting_weapon = random.choice(possible_weapons)
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placed_items["Link's Uncle"] = starting_weapon
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pool.remove(starting_weapon)
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if placed_items["Link's Uncle"] in ['Bow', 'Progressive Bow', 'Bombs (10)', 'Cane of Somaria', 'Cane of Byrna'] and world.enemy_health[player] not in ['default', 'easy']:
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world.escape_assist[player].append('bombs')
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for (location, item) in placed_items.items():
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world.push_item(world.get_location(location, player), ItemFactory(item, player), False)
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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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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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if world.bombbag[player]:
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for item in items:
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if item.name == 'Bomb Upgrade (+10)' and item.player == player:
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item.advancement = True
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world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms
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if clock_mode is not None:
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world.clock_mode = clock_mode
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goal = world.goal[player]
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if goal in ['triforcehunt', 'trinity']:
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g, t = set_default_triforce(goal, world.treasure_hunt_count[player], world.treasure_hunt_total[player])
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world.treasure_hunt_count[player], world.treasure_hunt_total[player] = g, t
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world.treasure_hunt_icon[player] = 'Triforce Piece'
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world.itempool.extend([item for item in get_dungeon_item_pool(world) if item.player == player
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and ((item.smallkey and world.keyshuffle[player])
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or (item.bigkey and world.bigkeyshuffle[player])
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or (item.map and world.mapshuffle[player])
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or (item.compass and world.compassshuffle[player]))])
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# logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
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# rather than making all hearts/heart pieces progression items (which slows down generation considerably)
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# We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
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if world.difficulty[player] in ['normal', 'hard'] and not (world.custom and world.customitemarray[player]["heartcontainer"] == 0):
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next(item for item in items if item.name == 'Boss Heart Container').advancement = True
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elif world.difficulty[player] in ['expert'] and not (world.custom and world.customitemarray[player]["heartpiece"] < 4):
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adv_heart_pieces = (item for item in items if item.name == 'Piece of Heart')
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for i in range(4):
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next(adv_heart_pieces).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},
|
|
'3': {'trap': 50, 'bee': 50},
|
|
'4': {'trap': 100}}
|
|
def beemizer(item):
|
|
if world.beemizer[item.player] and not item.advancement and not item.priority and not item.type:
|
|
choice = random.choices(list(beeweights[world.beemizer[item.player]].keys()), weights=list(beeweights[world.beemizer[item.player]].values()))[0]
|
|
return item if not choice else ItemFactory("Bee Trap", player) if choice == 'trap' else ItemFactory("Bee", player)
|
|
return item
|
|
|
|
world.itempool += [beemizer(item) for item in items]
|
|
|
|
# shuffle medallions
|
|
mm_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
|
|
tr_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
|
|
world.required_medallions[player] = (mm_medallion, tr_medallion)
|
|
|
|
# shuffle bottle refills
|
|
if world.difficulty[player] in ['hard', 'expert']:
|
|
waterfall_bottle = hardbottles[random.randint(0, 5)]
|
|
pyramid_bottle = hardbottles[random.randint(0, 5)]
|
|
else:
|
|
waterfall_bottle = normalbottles[random.randint(0, 6)]
|
|
pyramid_bottle = normalbottles[random.randint(0, 6)]
|
|
world.bottle_refills[player] = (waterfall_bottle, pyramid_bottle)
|
|
|
|
set_up_shops(world, player)
|
|
|
|
if world.retro[player]:
|
|
set_up_take_anys(world, player)
|
|
if world.dropshuffle[player]:
|
|
world.itempool += [ItemFactory('Small Key (Universal)', player)] * 13
|
|
if world.pottery[player] not in ['none', 'cave']:
|
|
world.itempool += [ItemFactory('Small Key (Universal)', player)] * 19
|
|
|
|
create_dynamic_shop_locations(world, player)
|
|
|
|
if world.pottery[player] not in ['none', 'keys']:
|
|
add_pot_contents(world, player)
|
|
|
|
|
|
take_any_locations = [
|
|
'Snitch Lady (East)', 'Snitch Lady (West)', 'Bush Covered House', 'Light World Bomb Hut',
|
|
'Fortune Teller (Light)', 'Lake Hylia Fortune Teller', 'Lumberjack House', 'Bonk Fairy (Light)',
|
|
'Bonk Fairy (Dark)', 'Lake Hylia Healer Fairy', 'Swamp Healer Fairy', 'Desert Healer Fairy',
|
|
'Dark Lake Hylia Healer Fairy', 'Dark Lake Hylia Ledge Healer Fairy', 'Dark Desert Healer Fairy',
|
|
'Dark Death Mountain Healer Fairy', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave',
|
|
'Kakariko Gamble Game', '50 Rupee Cave', 'Lost Woods Gamble', 'Hookshot Fairy',
|
|
'Palace of Darkness Hint', 'East Dark World Hint', 'Archery Game', 'Dark Lake Hylia Ledge Hint',
|
|
'Dark Lake Hylia Ledge Spike Cave', 'Fortune Teller (Dark)', 'Dark Sanctuary Hint', 'Dark Desert Hint']
|
|
|
|
|
|
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 'Archery Game' in take_any_locations:
|
|
take_any_locations.remove('Archery Game')
|
|
|
|
take_any_candidates = [x for x in take_any_locations if len(world.get_region(x, player).locations) == 0]
|
|
|
|
regions = random.sample(take_any_candidates, 5)
|
|
|
|
old_man_take_any = Region("Old Man Sword Cave", RegionType.Cave, 'the sword cave', player)
|
|
world.regions.append(old_man_take_any)
|
|
world.dynamic_regions.append(old_man_take_any)
|
|
|
|
reg = regions.pop()
|
|
entrance = world.get_region(reg, player).entrances[0]
|
|
connect_entrance(world, entrance, old_man_take_any, player)
|
|
entrance.target = 0x58
|
|
old_man_take_any.shop = Shop(old_man_take_any, 0x0112, ShopType.TakeAny, 0xE2, True, not world.shopsanity[player], 32)
|
|
world.shops[player].append(old_man_take_any.shop)
|
|
|
|
sword = next((item for item in world.itempool if item.type == 'Sword' and item.player == player), None)
|
|
if sword:
|
|
world.itempool.append(ItemFactory('Rupees (20)', player))
|
|
if not world.shopsanity[player]:
|
|
world.itempool.remove(sword)
|
|
old_man_take_any.shop.add_inventory(0, sword.name, 0, 0, create_location=True)
|
|
else:
|
|
if world.shopsanity[player]:
|
|
world.itempool.append(ItemFactory('Rupees (300)', player))
|
|
old_man_take_any.shop.add_inventory(0, 'Rupees (300)', 0, 0, create_location=world.shopsanity[player])
|
|
|
|
take_any_type = ShopType.Shop if world.shopsanity[player] else ShopType.TakeAny
|
|
for num in range(4):
|
|
take_any = Region("Take-Any #{}".format(num+1), RegionType.Cave, 'a cave of choice', player)
|
|
world.regions.append(take_any)
|
|
world.dynamic_regions.append(take_any)
|
|
target, room_id = random.choice([(0x58, 0x0112), (0x60, 0x010F), (0x46, 0x011F)])
|
|
reg = regions.pop()
|
|
entrance = world.get_region(reg, player).entrances[0]
|
|
connect_entrance(world, entrance, take_any, player)
|
|
entrance.target = target
|
|
take_any.shop = Shop(take_any, room_id, take_any_type, 0xE3, True, not world.shopsanity[player], 33 + num*2)
|
|
world.shops[player].append(take_any.shop)
|
|
take_any.shop.add_inventory(0, 'Blue Potion', 0, 0, create_location=world.shopsanity[player])
|
|
take_any.shop.add_inventory(1, 'Boss Heart Container', 0, 0, create_location=world.shopsanity[player])
|
|
if world.shopsanity[player]:
|
|
world.itempool.append(ItemFactory('Blue Potion', player))
|
|
world.itempool.append(ItemFactory('Boss Heart Container', player))
|
|
|
|
world.initialize_regions()
|
|
|
|
|
|
def create_dynamic_shop_locations(world, player):
|
|
for shop in world.shops[player]:
|
|
if shop.region.player == player:
|
|
for i, item in enumerate(shop.inventory):
|
|
if item is None:
|
|
continue
|
|
if item['create_location']:
|
|
slot_name = "{} Item {}".format(shop.region.name, i+1)
|
|
address = shop_table_by_location[slot_name] if world.shopsanity[player] else None
|
|
loc = Location(player, slot_name, address=address,
|
|
parent=shop.region, hint_text='in an old-fashioned cave')
|
|
shop.region.locations.append(loc)
|
|
world.dynamic_locations.append(loc)
|
|
|
|
world.clear_location_cache()
|
|
|
|
if not world.shopsanity[player]:
|
|
world.push_item(loc, ItemFactory(item['item'], player), False)
|
|
loc.event = True
|
|
loc.locked = True
|
|
|
|
|
|
def fill_prizes(world, attempts=15):
|
|
all_state = world.get_all_state(keys=True)
|
|
for player in range(1, world.players + 1):
|
|
crystals = ItemFactory(['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6'], player)
|
|
crystal_locations = [world.get_location('Turtle Rock - Prize', player), world.get_location('Eastern Palace - Prize', player), world.get_location('Desert Palace - Prize', player), world.get_location('Tower of Hera - Prize', player), world.get_location('Palace of Darkness - Prize', player),
|
|
world.get_location('Thieves\' Town - Prize', player), world.get_location('Skull Woods - Prize', player), world.get_location('Swamp Palace - Prize', player), world.get_location('Ice Palace - Prize', player),
|
|
world.get_location('Misery Mire - Prize', player)]
|
|
placed_prizes = [loc.item.name for loc in crystal_locations if loc.item is not None]
|
|
unplaced_prizes = [crystal for crystal in crystals if crystal.name not in placed_prizes]
|
|
empty_crystal_locations = [loc for loc in crystal_locations if loc.item is None]
|
|
|
|
for attempt in range(attempts):
|
|
try:
|
|
prizepool = list(unplaced_prizes)
|
|
prize_locs = list(empty_crystal_locations)
|
|
random.shuffle(prizepool)
|
|
random.shuffle(prize_locs)
|
|
fill_restrictive(world, all_state, prize_locs, prizepool, single_player_placement=True)
|
|
except FillError as e:
|
|
logging.getLogger('').info("Failed to place dungeon prizes (%s). Will retry %s more times", e, attempts - attempt - 1)
|
|
for location in empty_crystal_locations:
|
|
location.item = None
|
|
continue
|
|
break
|
|
else:
|
|
raise FillError('Unable to place dungeon prizes')
|
|
|
|
|
|
def set_up_shops(world, player):
|
|
if world.retro[player]:
|
|
if world.shopsanity[player]:
|
|
removals = [next(item for item in world.itempool if item.name == 'Arrows (10)' and item.player == player)]
|
|
red_pots = [item for item in world.itempool if item.name == 'Red Potion' and item.player == player][:5]
|
|
shields_n_hearts = [item for item in world.itempool if item.name in ['Blue Shield', 'Small Heart'] and item.player == player]
|
|
removals.extend([item for item in world.itempool if item.name == 'Arrow Upgrade (+5)' and item.player == player])
|
|
removals.extend(red_pots)
|
|
removals.extend(random.sample(shields_n_hearts, 5))
|
|
for remove in removals:
|
|
world.itempool.remove(remove)
|
|
for i in range(6): # replace the Arrows (10) and randomly selected hearts/blue shield
|
|
arrow_item = ItemFactory('Single Arrow', player)
|
|
arrow_item.advancement = True
|
|
world.itempool.append(arrow_item)
|
|
for i in range(5): # replace the red potions
|
|
world.itempool.append(ItemFactory('Small Key (Universal)', player))
|
|
world.itempool.append(ItemFactory('Rupees (50)', player)) # replaces the arrow upgrade
|
|
# TODO: move hard+ mode changes for shields here, utilizing the new shops
|
|
else:
|
|
rss = world.get_region('Red Shield Shop', player).shop
|
|
if not rss.locked:
|
|
rss.custom = True
|
|
rss.add_inventory(2, 'Single Arrow', 80)
|
|
for shop in random.sample([s for s in world.shops[player] if not s.locked and s.region.player == player], 5):
|
|
shop.custom = True
|
|
shop.locked = True
|
|
shop.add_inventory(0, 'Single Arrow', 80)
|
|
shop.add_inventory(1, 'Small Key (Universal)', 100)
|
|
shop.add_inventory(2, 'Bombs (10)', 50)
|
|
rss.locked = True
|
|
cap_shop = world.get_region('Capacity Upgrade', player).shop
|
|
cap_shop.inventory[1] = None # remove arrow capacity upgrades in retro
|
|
if world.bombbag[player]:
|
|
if world.shopsanity[player]:
|
|
removals = [item for item in world.itempool if item.name == 'Bomb Upgrade (+5)' and item.player == player]
|
|
for remove in removals:
|
|
world.itempool.remove(remove)
|
|
world.itempool.append(ItemFactory('Rupees (50)', player)) # replace the bomb upgrade
|
|
else:
|
|
cap_shop = world.get_region('Capacity Upgrade', player).shop
|
|
cap_shop.inventory[0] = cap_shop.inventory[1] # remove bomb capacity upgrades in bombbag
|
|
|
|
|
|
def customize_shops(world, player):
|
|
found_bomb_upgrade, found_arrow_upgrade = False, world.retro[player]
|
|
possible_replacements = []
|
|
shops_to_customize = shop_to_location_table.copy()
|
|
if world.retro[player]:
|
|
shops_to_customize.update(retro_shops)
|
|
for shop_name, loc_list in shops_to_customize.items():
|
|
shop = world.get_region(shop_name, player).shop
|
|
shop.custom = True
|
|
shop.clear_inventory()
|
|
for idx, loc in enumerate(loc_list):
|
|
location = world.get_location(loc, player)
|
|
item = location.item
|
|
max_repeat = 1
|
|
if shop_name not in retro_shops:
|
|
if item.name in repeatable_shop_items and item.player == player:
|
|
max_repeat = 0
|
|
if item.name in ['Bomb Upgrade (+5)', 'Arrow Upgrade (+5)'] and item.player == player:
|
|
if item.name == 'Bomb Upgrade (+5)':
|
|
found_bomb_upgrade = True
|
|
if item.name == 'Arrow Upgrade (+5)':
|
|
found_arrow_upgrade = True
|
|
max_repeat = 7
|
|
if shop_name in retro_shops:
|
|
price = 0
|
|
else:
|
|
price = 120 if shop_name == 'Potion Shop' and item.name == 'Red Potion' else item.price
|
|
if world.retro[player] and item.name == 'Single Arrow':
|
|
price = 80
|
|
# randomize price
|
|
shop.add_inventory(idx, item.name, randomize_price(price), max_repeat, player=item.player)
|
|
if item.name in cap_replacements and shop_name not in retro_shops and item.player == player:
|
|
possible_replacements.append((shop, idx, location, item))
|
|
# randomize shopkeeper
|
|
if shop_name != 'Capacity Upgrade':
|
|
shopkeeper = random.choice([0xC1, 0xA0, 0xE2, 0xE3])
|
|
shop.shopkeeper_config = shopkeeper
|
|
# handle capacity upgrades - randomly choose a bomb bunch or arrow bunch to become capacity upgrades
|
|
if world.difficulty[player] == 'normal':
|
|
if not found_bomb_upgrade and len(possible_replacements) > 0 and not world.bombbag[player]:
|
|
choices = []
|
|
for shop, idx, loc, item in possible_replacements:
|
|
if item.name in ['Bombs (3)', 'Bombs (10)']:
|
|
choices.append((shop, idx, loc, item))
|
|
if len(choices) > 0:
|
|
shop, idx, loc, item = random.choice(choices)
|
|
upgrade = ItemFactory('Bomb Upgrade (+5)', player)
|
|
shop.add_inventory(idx, upgrade.name, randomize_price(upgrade.price), 6,
|
|
item.name, randomize_price(item.price), player=item.player)
|
|
loc.item = upgrade
|
|
upgrade.location = loc
|
|
if not found_arrow_upgrade and len(possible_replacements) > 0:
|
|
choices = []
|
|
for shop, idx, loc, item in possible_replacements:
|
|
if item.name == 'Arrows (10)' or (item.name == 'Single Arrow' and not world.retro[player]):
|
|
choices.append((shop, idx, loc, item))
|
|
if len(choices) > 0:
|
|
shop, idx, loc, item = random.choice(choices)
|
|
upgrade = ItemFactory('Arrow Upgrade (+5)', player)
|
|
shop.add_inventory(idx, upgrade.name, randomize_price(upgrade.price), 6,
|
|
item.name, randomize_price(item.price), player=item.player)
|
|
loc.item = upgrade
|
|
upgrade.location = loc
|
|
change_shop_items_to_rupees(world, player, shops_to_customize)
|
|
balance_prices(world, player)
|
|
check_hints(world, player)
|
|
|
|
|
|
def randomize_price(price):
|
|
half_price = price // 2
|
|
max_price = price - half_price
|
|
if max_price % 5 == 0:
|
|
max_price //= 5
|
|
return random.randint(0, max_price) * 5 + half_price
|
|
else:
|
|
if price <= 10:
|
|
return price
|
|
else:
|
|
half_price = int(math.ceil(half_price / 5.0)) * 5
|
|
max_price = price - half_price
|
|
max_price //= 5
|
|
return random.randint(0, max_price) * 5 + half_price
|
|
|
|
|
|
def change_shop_items_to_rupees(world, player, shops):
|
|
locations = world.get_filled_locations(player)
|
|
for location in locations:
|
|
if location.item.name in shop_transfer.keys() and (location.parent_region.name not in shops or location.name == 'Potion Shop'):
|
|
new_item = ItemFactory(shop_transfer[location.item.name], location.item.player)
|
|
location.item = new_item
|
|
if location.parent_region.name == 'Capacity Upgrade' and location.item.name in cap_blacklist:
|
|
new_item = ItemFactory('Rupees (300)', location.item.player)
|
|
location.item = new_item
|
|
shop = world.get_region('Capacity Upgrade', player).shop
|
|
slot = shop_to_location_table['Capacity Upgrade'].index(location.name)
|
|
shop.add_inventory(slot, new_item.name, randomize_price(new_item.price), 1, player=new_item.player)
|
|
|
|
|
|
def balance_prices(world, player):
|
|
available_money = 765 # this base just counts the main rupee rooms. Could up it for houlihan by 225
|
|
needed_money = 830 # this base is the pay for
|
|
for loc in world.get_filled_locations(player):
|
|
if loc.item.name in rupee_chart:
|
|
available_money += rupee_chart[loc.item.name] # rupee at locations
|
|
shop_locations = []
|
|
for shop, loc_list in shop_to_location_table.items():
|
|
for loc in loc_list:
|
|
loc = world.get_location(loc, player)
|
|
shop_locations.append(loc)
|
|
slot = shop_to_location_table[loc.parent_region.name].index(loc.name)
|
|
needed_money += loc.parent_region.shop.inventory[slot]['price']
|
|
|
|
target = available_money - needed_money
|
|
# remove the first set of shops from consideration (or used them for discounting)
|
|
state, done = CollectionState(world), False
|
|
unchecked_locations = world.get_locations().copy()
|
|
while not done:
|
|
state.sweep_for_events(key_only=True, locations=unchecked_locations)
|
|
sphere_loc = [l for l in unchecked_locations if state.can_reach(l) and state.not_flooding_a_key(state.world, l)]
|
|
if any(l in shop_locations for l in sphere_loc):
|
|
if target >= 0:
|
|
shop_locations = [l for l in shop_locations if l not in sphere_loc]
|
|
else:
|
|
shop_locations = [l for l in sphere_loc if l in shop_locations]
|
|
done = True
|
|
else:
|
|
for l in sphere_loc:
|
|
state.collect(l.item, True, l)
|
|
unchecked_locations.remove(l)
|
|
|
|
while len(shop_locations) > 0:
|
|
adjustment = target // len(shop_locations)
|
|
adjustment = 5 * (adjustment // 5)
|
|
more_adjustment = []
|
|
for loc in shop_locations:
|
|
slot = shop_to_location_table[loc.parent_region.name].index(loc.name)
|
|
price_max = loc.item.price * 2
|
|
inventory = loc.parent_region.shop.inventory[slot]
|
|
flex = price_max - inventory['price']
|
|
if flex <= adjustment:
|
|
inventory['price'] = price_max
|
|
target -= flex
|
|
elif adjustment <= 0:
|
|
old_price = inventory['price']
|
|
new_price = max(0, inventory['price'] + adjustment)
|
|
inventory['price'] = new_price
|
|
target += (old_price - new_price)
|
|
else:
|
|
more_adjustment.append(loc)
|
|
if len(shop_locations) == len(more_adjustment):
|
|
for loc in shop_locations:
|
|
slot = shop_to_location_table[loc.parent_region.name].index(loc.name)
|
|
inventory = loc.parent_region.shop.inventory[slot]
|
|
new_price = inventory['price'] + adjustment
|
|
new_price = min(500, max(0, new_price)) # cap prices between 0--twice base price
|
|
inventory['price'] = new_price
|
|
target -= adjustment
|
|
more_adjustment = []
|
|
shop_locations = more_adjustment
|
|
logging.getLogger('').debug(f'Price target is off by by {target} rupees')
|
|
|
|
# for loc in shop_locations:
|
|
# slot = shop_to_location_table[loc.parent_region.name].index(loc.name)
|
|
# new_price = loc.parent_region.shop.inventory[slot]['price'] + adjustment
|
|
#
|
|
# new_price = min(500, max(0, new_price)) # cap prices between 0--twice base price
|
|
# loc.parent_region.shop.inventory[slot]['price'] = new_price
|
|
|
|
|
|
def check_hints(world, player):
|
|
if world.shuffle[player] in ['simple', 'restricted', 'full', 'crossed', 'insanity']:
|
|
for shop, location_list in shop_to_location_table.items():
|
|
if shop in ['Capacity Upgrade', 'Light World Death Mountain Shop', 'Potion Shop']:
|
|
continue # near the queen, near potions, and near 7 chests are fine
|
|
for loc_name in location_list: # other shops are indistinguishable in ER
|
|
world.get_location(loc_name, player).hint_text = f'for sale'
|
|
|
|
|
|
repeatable_shop_items = ['Single Arrow', 'Arrows (10)', 'Bombs (3)', 'Bombs (10)', 'Red Potion', 'Small Heart',
|
|
'Blue Shield', 'Red Shield', 'Bee', 'Small Key (Universal)', 'Blue Potion', 'Green Potion']
|
|
|
|
|
|
cap_replacements = ['Single Arrow', 'Arrows (10)', 'Bombs (3)', 'Bombs (10)']
|
|
|
|
|
|
cap_blacklist = ['Green Potion', 'Red Potion', 'Blue Potion']
|
|
|
|
shop_transfer = {'Red Potion': 'Rupees (50)', 'Bee': 'Rupees (5)', 'Blue Potion': 'Rupees (50)',
|
|
'Green Potion': 'Rupees (50)',
|
|
# money seems a bit too generous with these on
|
|
# 'Blue Shield': 'Rupees (50)', 'Red Shield': 'Rupees (300)',
|
|
}
|
|
|
|
rupee_chart = {'Rupee (1)': 1, 'Rupees (5)': 5, 'Rupees (20)': 20, 'Rupees (50)': 50,
|
|
'Rupees (100)': 100, 'Rupees (300)': 300}
|
|
|
|
|
|
def add_pot_contents(world, player):
|
|
for super_tile, pot_list in vanilla_pots.items():
|
|
for pot in pot_list:
|
|
if pot.item not in [PotItem.Hole, PotItem.Key, PotItem.Switch]:
|
|
if valid_pot_location(pot, world.pot_pool[player], world, player):
|
|
item = ('Rupees (5)' if world.retro[player] and pot_items[pot.item] == 'Arrows (5)'
|
|
else pot_items[pot.item])
|
|
world.itempool.append(ItemFactory(item, player))
|
|
|
|
|
|
def get_pool_core(progressive, shuffle, difficulty, treasure_hunt_total, timer, goal, mode, swords, retro, bombbag, door_shuffle, logic):
|
|
pool = []
|
|
placed_items = {}
|
|
precollected_items = []
|
|
clock_mode = None
|
|
if goal in ['triforcehunt', 'trinity']:
|
|
if treasure_hunt_total == 0:
|
|
treasure_hunt_total = 30 if goal == 'triforcehunt' else 10
|
|
triforcepool = ['Triforce Piece'] * int(treasure_hunt_total)
|
|
|
|
pool.extend(alwaysitems)
|
|
|
|
def place_item(loc, item):
|
|
assert loc not in placed_items
|
|
placed_items[loc] = item
|
|
|
|
def want_progressives():
|
|
return random.choice([True, False]) if progressive == 'random' else progressive == 'on'
|
|
|
|
# provide boots to boots glitch dependent modes
|
|
if logic in ['owglitches', 'nologic']:
|
|
precollected_items.append('Pegasus Boots')
|
|
pool.remove('Pegasus Boots')
|
|
pool.extend(['Rupees (20)'])
|
|
|
|
if want_progressives():
|
|
pool.extend(progressivegloves)
|
|
else:
|
|
pool.extend(basicgloves)
|
|
|
|
lamps_needed_for_dark_rooms = 1
|
|
|
|
# insanity shuffle doesn't have fake LW/DW logic so for now guaranteed Mirror and Moon Pearl at the start
|
|
if shuffle == 'insanity_legacy':
|
|
place_item('Link\'s House', 'Magic Mirror')
|
|
place_item('Sanctuary', 'Moon Pearl')
|
|
else:
|
|
pool.extend(['Magic Mirror', 'Moon Pearl'])
|
|
|
|
if timer == 'display':
|
|
clock_mode = 'stopwatch'
|
|
elif timer == 'ohko':
|
|
clock_mode = 'ohko'
|
|
|
|
diff = difficulties[difficulty]
|
|
pool.extend(diff.baseitems)
|
|
|
|
if bombbag:
|
|
pool = [item.replace('Bomb Upgrade (+5)','Rupees (5)') for item in pool]
|
|
pool = [item.replace('Bomb Upgrade (+10)','Rupees (5)') for item in pool]
|
|
pool.extend(diff.bombbag)
|
|
|
|
# expert+ difficulties produce the same contents for
|
|
# all bottles, since only one bottle is available
|
|
if diff.same_bottle:
|
|
thisbottle = random.choice(diff.bottles)
|
|
for _ in range(diff.bottle_count):
|
|
if not diff.same_bottle:
|
|
thisbottle = random.choice(diff.bottles)
|
|
pool.append(thisbottle)
|
|
|
|
if want_progressives():
|
|
pool.extend(diff.progressiveshield)
|
|
else:
|
|
pool.extend(diff.basicshield)
|
|
|
|
if want_progressives():
|
|
pool.extend(diff.progressivearmor)
|
|
else:
|
|
pool.extend(diff.basicarmor)
|
|
|
|
if want_progressives():
|
|
pool.extend(['Progressive Bow'] * 2)
|
|
elif swords != 'swordless':
|
|
pool.extend(diff.basicbow)
|
|
else:
|
|
pool.extend(['Bow', 'Silver Arrows'])
|
|
|
|
if swords == 'swordless':
|
|
pool.extend(diff.swordless)
|
|
elif swords == 'vanilla':
|
|
swords_to_use = diff.progressivesword.copy() if want_progressives() else diff.basicsword.copy()
|
|
random.shuffle(swords_to_use)
|
|
|
|
place_item('Link\'s Uncle', swords_to_use.pop())
|
|
place_item('Blacksmith', swords_to_use.pop())
|
|
place_item('Pyramid Fairy - Left', swords_to_use.pop())
|
|
if goal not in ['pedestal', 'trinity']:
|
|
place_item('Master Sword Pedestal', swords_to_use.pop())
|
|
else:
|
|
place_item('Master Sword Pedestal', 'Triforce')
|
|
pool.append(swords_to_use.pop())
|
|
else:
|
|
pool.extend(diff.progressivesword if want_progressives() else diff.basicsword)
|
|
if swords == 'assured':
|
|
if want_progressives():
|
|
precollected_items.append('Progressive Sword')
|
|
pool.remove('Progressive Sword')
|
|
else:
|
|
precollected_items.append('Fighter Sword')
|
|
pool.remove('Fighter Sword')
|
|
pool.extend(['Rupees (50)'])
|
|
|
|
if timer in ['timed', 'timed-countdown']:
|
|
pool.extend(diff.timedother)
|
|
clock_mode = 'stopwatch' if timer == 'timed' else 'countdown'
|
|
elif timer == 'timed-ohko':
|
|
pool.extend(diff.timedohko)
|
|
clock_mode = 'countdown-ohko'
|
|
if goal in ['triforcehunt', 'trinity']:
|
|
pool.extend(triforcepool)
|
|
|
|
for extra in diff.extras:
|
|
pool.extend(extra)
|
|
|
|
# note: massage item pool now handles shrinking the pool appropriately
|
|
|
|
if goal in ['pedestal', 'trinity'] and swords != 'vanilla':
|
|
place_item('Master Sword Pedestal', 'Triforce')
|
|
if retro:
|
|
pool = [item.replace('Single Arrow','Rupees (5)') for item in pool]
|
|
pool = [item.replace('Arrows (10)','Rupees (5)') for item in pool]
|
|
pool = [item.replace('Arrow Upgrade (+5)','Rupees (5)') for item in pool]
|
|
pool = [item.replace('Arrow Upgrade (+10)','Rupees (5)') for item in pool]
|
|
pool.extend(diff.retro)
|
|
if door_shuffle != 'vanilla': # door shuffle needs more keys for retro
|
|
replace = 'Rupees (20)' if difficulty == 'normal' else 'Rupees (5)'
|
|
indices = [i for i, x in enumerate(pool) if x == replace]
|
|
for i in range(0, min(10, len(indices))):
|
|
pool[indices[i]] = 'Small Key (Universal)'
|
|
if mode == 'standard':
|
|
if door_shuffle == 'vanilla':
|
|
key_location = random.choice(['Secret Passage', 'Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest', 'Hyrule Castle - Zelda\'s Chest', 'Sewers - Dark Cross'])
|
|
place_item(key_location, 'Small Key (Universal)')
|
|
else:
|
|
pool.extend(['Small Key (Universal)'])
|
|
else:
|
|
pool.extend(['Small Key (Universal)'])
|
|
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_icon = None
|
|
|
|
def place_item(loc, item):
|
|
assert loc not in placed_items
|
|
placed_items[loc] = item
|
|
|
|
# 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]:
|
|
key = CONST.CUSTOMITEMS[x]
|
|
if customitemarray[key] > total_items_to_place:
|
|
customitemarray[key] = total_items_to_place
|
|
|
|
# Triforce
|
|
if customitemarray["triforce"] > total_items_to_place:
|
|
customitemarray["triforce"] = total_items_to_place
|
|
|
|
# Triforce Pieces
|
|
if goal in ['triforcehunt', 'trinity']:
|
|
g, t = set_default_triforce(goal, customitemarray["triforcepiecesgoal"], customitemarray["triforcepieces"])
|
|
customitemarray["triforcepiecesgoal"], customitemarray["triforcepieces"] = g, t
|
|
|
|
itemtotal = 0
|
|
# Bow to Silver Arrows Upgrade, including Generic Keys & Rupoors
|
|
for x in [*range(0, 66 + 1), 68, 69]:
|
|
key = CONST.CUSTOMITEMS[x]
|
|
itemtotal = itemtotal + customitemarray[key]
|
|
# Triforce
|
|
itemtotal = itemtotal + customitemarray["triforce"]
|
|
# Generic Keys
|
|
itemtotal = itemtotal + customitemarray["generickeys"]
|
|
|
|
customitems = [
|
|
"Bow", "Silver Arrows", "Blue Boomerang", "Red Boomerang", "Hookshot", "Mushroom", "Magic Powder", "Fire Rod", "Ice Rod", "Bombos", "Ether", "Quake", "Lamp", "Hammer", "Shovel", "Ocarina", "Bug Catching Net", "Book of Mudora", "Cane of Somaria", "Cane of Byrna", "Cape", "Pegasus Boots", "Power Glove", "Titans Mitts", "Progressive Glove", "Flippers", "Piece of Heart", "Boss Heart Container", "Sanctuary Heart Container", "Master Sword", "Tempered Sword", "Golden Sword", "Blue Shield", "Red Shield", "Mirror Shield", "Progressive Shield", "Blue Mail", "Red Mail", "Progressive Armor", "Magic Upgrade (1/2)", "Magic Upgrade (1/4)", "Bomb Upgrade (+5)", "Bomb Upgrade (+10)", "Arrow Upgrade (+5)", "Arrow Upgrade (+10)", "Single Arrow", "Arrows (10)", "Single Bomb", "Bombs (3)", "Rupee (1)", "Rupees (5)", "Rupees (20)", "Rupees (50)", "Rupees (100)", "Rupees (300)", "Rupoor", "Blue Clock", "Green Clock", "Red Clock", "Progressive Bow", "Bombs (10)", "Triforce Piece", "Triforce"
|
|
]
|
|
for customitem in customitems:
|
|
pool.extend([customitem] * customitemarray[get_custom_array_key(customitem)])
|
|
|
|
diff = difficulties[difficulty]
|
|
|
|
lamps_needed_for_dark_rooms = 1
|
|
|
|
# expert+ difficulties produce the same contents for
|
|
# all bottles, since only one bottle is available
|
|
if diff.same_bottle:
|
|
thisbottle = random.choice(diff.bottles)
|
|
for _ in range(customitemarray["bottle"]):
|
|
if not diff.same_bottle:
|
|
thisbottle = random.choice(diff.bottles)
|
|
pool.append(thisbottle)
|
|
|
|
if customitemarray["triforcepieces"] > 0 or customitemarray["triforcepiecesgoal"] > 0:
|
|
# To display, count must be between 1 and 254 - larger values are not yet supported
|
|
treasure_hunt_count = max(min(customitemarray["triforcepiecesgoal"], 254), 1)
|
|
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'
|
|
elif timer == 'timed-ohko':
|
|
clock_mode = 'countdown-ohko'
|
|
elif timer == 'ohko':
|
|
clock_mode = 'ohko'
|
|
|
|
if goal in ['pedestal', 'trinity']:
|
|
place_item('Master Sword Pedestal', 'Triforce')
|
|
itemtotal = itemtotal + 1
|
|
|
|
if mode == 'standard':
|
|
if retro:
|
|
key_location = random.choice(['Secret Passage', 'Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest', 'Hyrule Castle - Zelda\'s Chest', 'Sewers - Dark Cross'])
|
|
place_item(key_location, 'Small Key (Universal)')
|
|
pool.extend(['Small Key (Universal)'] * max((customitemarray["generickeys"] - 1), 0))
|
|
else:
|
|
pool.extend(['Small Key (Universal)'] * customitemarray["generickeys"])
|
|
else:
|
|
pool.extend(['Small Key (Universal)'] * customitemarray["generickeys"])
|
|
|
|
pool.extend(['Fighter Sword'] * customitemarray["sword1"])
|
|
pool.extend(['Progressive Sword'] * customitemarray["progressivesword"])
|
|
|
|
if shuffle == 'insanity_legacy':
|
|
place_item('Link\'s House', 'Magic Mirror')
|
|
place_item('Sanctuary', 'Moon Pearl')
|
|
pool.extend(['Magic Mirror'] * max((customitemarray["mirror"] -1 ), 0))
|
|
pool.extend(['Moon Pearl'] * max((customitemarray["pearl"] - 1), 0))
|
|
else:
|
|
pool.extend(['Magic Mirror'] * customitemarray["mirror"])
|
|
pool.extend(['Moon Pearl'] * customitemarray["pearl"])
|
|
|
|
if retro:
|
|
itemtotal = itemtotal - 28 # Corrects for small keys not being in item pool in Retro Mode
|
|
if itemtotal < total_items_to_place:
|
|
nothings = total_items_to_place - itemtotal
|
|
# print("Placing " + str(nothings) + " Nothings")
|
|
pool.extend(['Nothing'] * nothings)
|
|
|
|
return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms)
|
|
|
|
|
|
def make_customizer_pool(world, player):
|
|
pool = []
|
|
placed_items = {}
|
|
precollected_items = []
|
|
clock_mode = None
|
|
|
|
def place_item(loc, item):
|
|
assert loc not in placed_items
|
|
placed_items[loc] = item
|
|
|
|
diff = difficulties[world.difficulty[player]]
|
|
for item_name, amount in world.customizer.get_item_pool()[player].items():
|
|
if isinstance(amount, int):
|
|
if item_name == 'Bottle (Random)':
|
|
for _ in range(amount):
|
|
pool.append(random.choice(diff.bottles))
|
|
else:
|
|
pool.extend([item_name] * amount)
|
|
|
|
timer = world.timer[player]
|
|
if timer in ['display', 'timed', 'timed-countdown']:
|
|
clock_mode = 'countdown' if timer == 'timed-countdown' else 'stopwatch'
|
|
elif timer == 'timed-ohko':
|
|
clock_mode = 'countdown-ohko'
|
|
elif timer == 'ohko':
|
|
clock_mode = 'ohko'
|
|
|
|
if world.goal[player] == 'pedestal':
|
|
place_item('Master Sword Pedestal', 'Triforce')
|
|
|
|
return pool, placed_items, precollected_items, clock_mode, 1
|
|
|
|
|
|
# To display, count must be between 1 and 254 - larger values are not yet supported
|
|
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, 254), 1)
|
|
if custom_total > 0:
|
|
triforce_total = max(min(custom_total, 254), triforce_goal)
|
|
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']:
|
|
for goal in ['ganon', 'triforcehunt', 'pedestal', 'trinity']:
|
|
for timer in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown']:
|
|
for mode in ['open', 'standard', 'inverted', 'retro']:
|
|
for swords in ['random', 'assured', 'swordless', 'vanilla']:
|
|
for progressive in ['on', 'off']:
|
|
for shuffle in ['full', 'insanity_legacy']:
|
|
for logic in ['noglitches', 'minorglitches', 'owglitches', 'nologic']:
|
|
for retro in [True, False]:
|
|
for bombbag in [True, False]:
|
|
for door_shuffle in ['basic', 'crossed', 'vanilla']:
|
|
out = get_pool_core(progressive, shuffle, difficulty, 30, timer, goal, mode, swords, retro, bombbag, door_shuffle, logic)
|
|
count = len(out[0]) + len(out[1])
|
|
|
|
correct_count = total_items_to_place
|
|
if goal in ['pedestal', 'trinity'] and swords != 'vanilla':
|
|
# pedestal goals generate one extra item
|
|
correct_count += 1
|
|
if retro:
|
|
correct_count += 28
|
|
try:
|
|
assert count == correct_count, "expected {0} items but found {1} items for {2}".format(correct_count, count, (progressive, shuffle, difficulty, timer, goal, mode, swords, retro, bombbag))
|
|
except AssertionError as e:
|
|
print(e)
|
|
|
|
if __name__ == '__main__':
|
|
test()
|
|
|
|
|
|
def fill_specific_items(world):
|
|
keypool = [item for item in world.itempool if item.smallkey]
|
|
cage = world.get_location('Tower of Hera - Basement Cage', 1)
|
|
c_dungeon = cage.parent_region.dungeon
|
|
key_item = next(x for x in keypool if c_dungeon.name in x.name or (c_dungeon.name == 'Hyrule Castle' and 'Escape' in x.name))
|
|
world.itempool.remove(key_item)
|
|
all_state = world.get_all_state(True)
|
|
fill_restrictive(world, all_state, [cage], [key_item])
|
|
|
|
location = world.get_location('Tower of Hera - Map Chest', 1)
|
|
key_item = next(x for x in world.itempool if 'Byrna' in x.name)
|
|
world.itempool.remove(key_item)
|
|
fast_fill(world, [key_item], [location])
|
|
|
|
|
|
# somaria = next(item for item in world.itempool if item.name == 'Cane of Somaria')
|
|
# shooter = world.get_location('Palace of Darkness - Shooter Room', 1)
|
|
# world.itempool.remove(somaria)
|
|
# all_state = world.get_all_state(True)
|
|
# fill_restrictive(world, all_state, [shooter], [somaria])
|
|
|
|
|