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from collections import namedtuple
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import logging
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from BaseClasses import Region , RegionType , Location
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from worlds . alttp . Shops import TakeAny , total_shop_slots , set_up_shops , shuffle_shops
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from worlds . alttp . Bosses import place_bosses
from worlds . alttp . Dungeons import get_dungeon_item_pool
from worlds . alttp . EntranceShuffle import connect_entrance
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from Fill import FillError , fill_restrictive
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from worlds . alttp . Items import ItemFactory , GetBeemizerItem
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from worlds . alttp . Rules import forbid_items_for_player
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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.
# 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 ' , ' Flute ' , ' Hammer ' ,
' Hookshot ' , ' Ice Rod ' , ' Lamp ' ,
' 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
basicgloves = [ ' Power Glove ' , ' Titans Mitts ' ]
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legacyinsanity = [ ' Magic Mirror ' , ' Moon Pearl ' ]
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normalbottles = [ ' Bottle ' , ' Bottle (Red Potion) ' , ' Bottle (Green Potion) ' , ' Bottle (Blue Potion) ' , ' Bottle (Fairy) ' ,
' Bottle (Bee) ' , ' Bottle (Good Bee) ' ]
hardbottles = [ ' Bottle ' , ' Bottle (Red Potion) ' , ' Bottle (Green Potion) ' , ' Bottle (Blue Potion) ' , ' Bottle (Bee) ' ,
' Bottle (Good Bee) ' ]
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easybaseitems = ( [ ' Sanctuary Heart Container ' , " Lamp " ] + [ ' Rupees (300) ' ] * 5 +
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[ ' Boss Heart Container ' ] * 10 + [ ' Piece of Heart ' ] * 24 )
easyfirst15extra = [ ' Piece of Heart ' ] * 12 + [ ' Rupees (300) ' ] * 3
easysecond15extra = [ ' Rupees (100) ' ] + [ ' Arrows (10) ' ] * 7 + [ ' Bombs (3) ' ] * 7
easythird10extra = [ ' Bombs (3) ' ] * 7 + [ ' Rupee (1) ' , ' Rupees (50) ' , ' Bombs (10) ' ]
easyfourth5extra = [ ' Rupees (50) ' ] * 2 + [ ' Bombs (3) ' ] * 2 + [ ' Arrows (10) ' ]
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easyfinal25extra = [ ' Rupees (50) ' ] * 4 + [ ' Rupees (20) ' ] * 14 + [ ' Rupee (1) ' ] + [ ' Arrows (10) ' ] * 4 + [ ' Rupees (5) ' ] * 2
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normalbaseitems = ( [ ' Single Arrow ' , ' Sanctuary Heart Container ' , ' Arrows (10) ' , ' Bombs (10) ' ] +
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[ ' Rupees (300) ' ] * 3 + [ ' 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) ' ]
normalfourth5extra = [ ' Arrows (10) ' ] * 2 + [ ' Rupees (20) ' ] * 2 + [ ' Rupees (5) ' ]
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 ' , ' progressivemagic ' , ' basicmagic ' ,
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' progressivesword ' , ' basicsword ' , ' progressivebow ' , ' basicbow ' , ' timedohko ' , ' timedother ' ,
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' progressiveglove ' , ' basicglove ' , ' alwaysitems ' , ' legacyinsanity ' ,
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' universal_keys ' ,
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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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' easy ' : Difficulty (
baseitems = easybaseitems ,
bottles = normalbottles ,
bottle_count = 8 ,
same_bottle = False ,
progressiveshield = [ ' Progressive Shield ' ] * 6 ,
basicshield = [ ' Blue Shield ' , ' Red Shield ' , ' Mirror Shield ' ] * 2 ,
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progressivearmor = [ ' Progressive Mail ' ] * 4 ,
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basicarmor = [ ' Blue Mail ' , ' Red Mail ' ] * 2 ,
swordless = [ ' Rupees (20) ' ] * 8 ,
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progressivemagic = [ ' Magic Upgrade (1/2) ' ] * 2 ,
basicmagic = [ ' Magic Upgrade (1/2) ' , ' Magic Upgrade (1/4) ' ] ,
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progressivesword = [ ' Progressive Sword ' ] * 8 ,
basicsword = [ ' Master Sword ' , ' Tempered Sword ' , ' Golden Sword ' , ' Fighter Sword ' ] * 2 ,
progressivebow = [ " Progressive Bow " ] * 2 ,
basicbow = [ ' Bow ' , ' Silver Bow ' ] * 2 ,
timedohko = [ ' Green Clock ' ] * 25 ,
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timedother = [ ' Green Clock ' ] * 20 + [ ' Blue Clock ' ] * 10 + [ ' Red Clock ' ] * 10 ,
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progressiveglove = progressivegloves ,
basicglove = basicgloves ,
alwaysitems = alwaysitems ,
legacyinsanity = legacyinsanity ,
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universal_keys = [ ' Small Key (Universal) ' ] * 28 ,
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extras = [ easyfirst15extra , easysecond15extra , easythird10extra , easyfourth5extra , easyfinal25extra ] ,
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progressive_sword_limit = 8 ,
progressive_shield_limit = 6 ,
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progressive_armor_limit = 4 ,
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progressive_bow_limit = 4 ,
progressive_bottle_limit = 8 ,
boss_heart_container_limit = 10 ,
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heart_piece_limit = 36 ,
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) ,
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' normal ' : Difficulty (
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baseitems = normalbaseitems ,
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bottles = normalbottles ,
bottle_count = 4 ,
same_bottle = False ,
progressiveshield = [ ' Progressive Shield ' ] * 3 ,
basicshield = [ ' Blue Shield ' , ' Red Shield ' , ' Mirror Shield ' ] ,
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progressivearmor = [ ' Progressive Mail ' ] * 2 ,
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basicarmor = [ ' Blue Mail ' , ' Red Mail ' ] ,
swordless = [ ' Rupees (20) ' ] * 4 ,
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progressivemagic = [ ' Magic Upgrade (1/2) ' , ' Rupees (300) ' ] ,
basicmagic = [ ' Magic Upgrade (1/2) ' , ' Rupees (300) ' ] ,
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progressivesword = [ ' Progressive Sword ' ] * 4 ,
basicsword = [ ' Fighter Sword ' , ' Master Sword ' , ' Tempered Sword ' , ' Golden Sword ' ] ,
progressivebow = [ " Progressive Bow " ] * 2 ,
basicbow = [ ' Bow ' , ' Silver Bow ' ] ,
timedohko = [ ' Green Clock ' ] * 25 ,
timedother = [ ' Green Clock ' ] * 20 + [ ' Blue Clock ' ] * 10 + [ ' Red Clock ' ] * 10 ,
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progressiveglove = progressivegloves ,
basicglove = basicgloves ,
alwaysitems = alwaysitems ,
legacyinsanity = legacyinsanity ,
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universal_keys = [ ' Small Key (Universal) ' ] * 18 + [ ' Rupees (20) ' ] * 10 ,
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extras = [ normalfirst15extra , normalsecond15extra , normalthird10extra , normalfourth5extra , normalfinal25extra ] ,
progressive_sword_limit = 4 ,
progressive_shield_limit = 3 ,
progressive_armor_limit = 2 ,
progressive_bow_limit = 2 ,
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progressive_bottle_limit = 4 ,
boss_heart_container_limit = 10 ,
heart_piece_limit = 24 ,
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) ,
' hard ' : Difficulty (
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baseitems = normalbaseitems ,
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bottles = hardbottles ,
bottle_count = 4 ,
same_bottle = False ,
progressiveshield = [ ' Progressive Shield ' ] * 3 ,
basicshield = [ ' Blue Shield ' , ' Red Shield ' , ' Red Shield ' ] ,
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progressivearmor = [ ' Progressive Mail ' ] * 2 ,
basicarmor = [ ' Progressive Mail ' ] * 2 , # neither will count
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swordless = [ ' Rupees (20) ' ] * 4 ,
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progressivemagic = [ ' Magic Upgrade (1/2) ' , ' Rupees (300) ' ] ,
basicmagic = [ ' Magic Upgrade (1/2) ' , ' Rupees (300) ' ] ,
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progressivesword = [ ' Progressive Sword ' ] * 4 ,
basicsword = [ ' Fighter Sword ' , ' Master Sword ' , ' Master Sword ' , ' Tempered Sword ' ] ,
progressivebow = [ " Progressive Bow " ] * 2 ,
basicbow = [ ' Bow ' ] * 2 ,
timedohko = [ ' Green Clock ' ] * 25 ,
timedother = [ ' Green Clock ' ] * 20 + [ ' Blue Clock ' ] * 10 + [ ' Red Clock ' ] * 10 ,
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progressiveglove = progressivegloves ,
basicglove = basicgloves ,
alwaysitems = alwaysitems ,
legacyinsanity = legacyinsanity ,
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universal_keys = [ ' Small Key (Universal) ' ] * 12 + [ ' Rupees (5) ' ] * 16 ,
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extras = [ normalfirst15extra , normalsecond15extra , normalthird10extra , normalfourth5extra , normalfinal25extra ] ,
progressive_sword_limit = 3 ,
progressive_shield_limit = 2 ,
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progressive_armor_limit = 1 ,
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progressive_bow_limit = 1 ,
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progressive_bottle_limit = 4 ,
boss_heart_container_limit = 6 ,
heart_piece_limit = 16 ,
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) ,
' expert ' : Difficulty (
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baseitems = normalbaseitems ,
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bottles = hardbottles ,
bottle_count = 4 ,
same_bottle = False ,
progressiveshield = [ ' Progressive Shield ' ] * 3 ,
basicshield = [ ' Progressive Shield ' ] * 3 ,
# only the first one will upgrade, making this equivalent to two blue shields
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progressivearmor = [ ' Progressive Mail ' ] * 2 , # neither will count
basicarmor = [ ' Progressive Mail ' ] * 2 , # neither will count
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swordless = [ ' Rupees (20) ' ] * 4 ,
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progressivemagic = [ ' Magic Upgrade (1/2) ' , ' Rupees (300) ' ] ,
basicmagic = [ ' Magic Upgrade (1/2) ' , ' Rupees (300) ' ] ,
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progressivesword = [ ' Progressive Sword ' ] * 4 ,
basicsword = [ ' Fighter Sword ' , ' Fighter Sword ' , ' Master Sword ' , ' Master Sword ' ] ,
progressivebow = [ " Progressive Bow " ] * 2 ,
basicbow = [ ' Bow ' ] * 2 ,
timedohko = [ ' Green Clock ' ] * 20 + [ ' Red Clock ' ] * 5 ,
timedother = [ ' Green Clock ' ] * 20 + [ ' Blue Clock ' ] * 10 + [ ' Red Clock ' ] * 10 ,
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progressiveglove = progressivegloves ,
basicglove = basicgloves ,
alwaysitems = alwaysitems ,
legacyinsanity = legacyinsanity ,
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universal_keys = [ ' Small Key (Universal) ' ] * 12 + [ ' Rupees (5) ' ] * 16 ,
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extras = [ normalfirst15extra , normalsecond15extra , normalthird10extra , normalfourth5extra , normalfinal25extra ] ,
progressive_sword_limit = 2 ,
progressive_shield_limit = 1 ,
progressive_armor_limit = 0 ,
progressive_bow_limit = 1 ,
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progressive_bottle_limit = 4 ,
boss_heart_container_limit = 2 ,
heart_piece_limit = 8 ,
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) ,
}
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ice_rod_hunt_difficulties = dict ( )
for diff in { ' easy ' , ' normal ' , ' hard ' , ' expert ' } :
ice_rod_hunt_difficulties [ diff ] = Difficulty (
baseitems = [ ' Nothing ' ] * 41 ,
bottles = [ ' Nothing ' ] * 4 ,
bottle_count = difficulties [ diff ] . bottle_count ,
same_bottle = difficulties [ diff ] . same_bottle ,
progressiveshield = [ ' Nothing ' ] * 3 ,
basicshield = [ ' Nothing ' ] * 3 ,
progressivearmor = [ ' Nothing ' ] * 2 ,
basicarmor = [ ' Nothing ' ] * 2 ,
swordless = [ ' Nothing ' ] * 4 ,
progressivemagic = [ ' Nothing ' ] * 2 ,
basicmagic = [ ' Nothing ' ] * 2 ,
progressivesword = [ ' Nothing ' ] * 4 ,
basicsword = [ ' Nothing ' ] * 4 ,
progressivebow = [ ' Nothing ' ] * 2 ,
basicbow = [ ' Nothing ' ] * 2 ,
timedohko = difficulties [ diff ] . timedohko ,
timedother = difficulties [ diff ] . timedother ,
progressiveglove = [ ' Nothing ' ] * 2 ,
basicglove = [ ' Nothing ' ] * 2 ,
alwaysitems = [ ' Ice Rod ' ] + [ ' Nothing ' ] * 19 ,
legacyinsanity = [ ' Nothing ' ] * 2 ,
universal_keys = [ ' Nothing ' ] * 28 ,
extras = [ [ ' Nothing ' ] * 15 , [ ' Nothing ' ] * 15 , [ ' Nothing ' ] * 10 , [ ' Nothing ' ] * 5 , [ ' Nothing ' ] * 25 ] ,
progressive_sword_limit = difficulties [ diff ] . progressive_sword_limit ,
progressive_shield_limit = difficulties [ diff ] . progressive_shield_limit ,
progressive_armor_limit = difficulties [ diff ] . progressive_armor_limit ,
progressive_bow_limit = difficulties [ diff ] . progressive_bow_limit ,
progressive_bottle_limit = difficulties [ diff ] . progressive_bottle_limit ,
boss_heart_container_limit = difficulties [ diff ] . boss_heart_container_limit ,
heart_piece_limit = difficulties [ diff ] . heart_piece_limit ,
)
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def generate_itempool ( world , player : int ) :
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if world . difficulty [ player ] not in difficulties :
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raise NotImplementedError ( f " Diffulty { world . difficulty [ player ] } " )
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if world . goal [ player ] not in { ' ganon ' , ' pedestal ' , ' dungeons ' , ' triforcehunt ' , ' localtriforcehunt ' , ' icerodhunt ' ,
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' ganontriforcehunt ' , ' localganontriforcehunt ' , ' crystals ' , ' ganonpedestal ' } :
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raise NotImplementedError ( f " Goal { world . goal [ player ] } " )
if world . mode [ player ] not in { ' open ' , ' standard ' , ' inverted ' } :
raise NotImplementedError ( f " Mode { world . mode [ player ] } " )
if world . timer [ player ] not in { False , ' display ' , ' timed ' , ' timed-ohko ' , ' ohko ' , ' timed-countdown ' } :
raise NotImplementedError ( f " Timer { world . mode [ player ] } " )
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if world . timer [ player ] in [ ' ohko ' , ' timed-ohko ' ] :
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world . can_take_damage [ player ] = False
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if world . goal [ player ] in [ ' pedestal ' , ' triforcehunt ' , ' localtriforcehunt ' , ' icerodhunt ' ] :
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world . push_item ( world . get_location ( ' Ganon ' , player ) , ItemFactory ( ' Nothing ' , player ) , False )
else :
world . push_item ( world . get_location ( ' Ganon ' , player ) , ItemFactory ( ' Triforce ' , player ) , False )
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if world . goal [ player ] in [ ' triforcehunt ' , ' localtriforcehunt ' ] :
region = world . get_region ( ' Light World ' , player )
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loc = Location ( player , " Murahdahla " , parent = region )
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loc . access_rule = lambda state : state . has_triforce_pieces ( state . world . treasure_hunt_count [ player ] , player )
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region . locations . append ( loc )
world . dynamic_locations . append ( loc )
world . clear_location_cache ( )
world . push_item ( loc , ItemFactory ( ' Triforce ' , player ) , False )
loc . event = True
loc . locked = True
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if world . goal [ player ] == ' icerodhunt ' :
world . progression_balancing [ player ] = False
loc = world . get_location ( ' Turtle Rock - Boss ' , player )
world . push_item ( loc , ItemFactory ( ' Triforce ' , player ) , False )
if world . boss_shuffle [ player ] != ' none ' :
if ' turtle rock- ' not in world . boss_shuffle [ player ] :
world . boss_shuffle [ player ] = f ' Turtle Rock-Trinexx; { world . boss_shuffle [ player ] } '
else :
logging . warning ( f ' Cannot guarantee that Trinexx is the boss of Turtle Rock for player { player } ' )
loc . event = True
loc . locked = True
forbid_items_for_player ( loc , { ' Red Pendant ' , ' Green Pendant ' , ' Blue Pendant ' , ' Crystal 5 ' , ' Crystal 6 ' } , player )
itemdiff = difficulties [ world . difficulty [ player ] ]
itempool = [ ]
itempool . extend ( itemdiff . alwaysitems )
itempool . remove ( ' Ice Rod ' )
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itempool . extend ( [ ' Single Arrow ' , ' Sanctuary Heart Container ' ] )
itempool . extend ( [ ' Boss Heart Container ' ] * itemdiff . boss_heart_container_limit )
itempool . extend ( [ ' Piece of Heart ' ] * itemdiff . heart_piece_limit )
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itempool . extend ( itemdiff . bottles )
itempool . extend ( itemdiff . basicbow )
itempool . extend ( itemdiff . basicarmor )
if world . swords [ player ] != ' swordless ' :
itempool . extend ( itemdiff . basicsword )
itempool . extend ( itemdiff . basicmagic )
itempool . extend ( itemdiff . basicglove )
itempool . extend ( itemdiff . basicshield )
itempool . extend ( itemdiff . legacyinsanity )
itempool . extend ( [ ' Rupees (300) ' ] * 34 )
itempool . extend ( [ ' Bombs (10) ' ] * 5 )
itempool . extend ( [ ' Arrows (10) ' ] * 7 )
if world . keyshuffle [ player ] == ' universal ' :
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itempool . extend ( itemdiff . universal_keys )
itempool . append ( ' Small Key (Universal) ' )
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for item in itempool :
world . push_precollected ( ItemFactory ( item , player ) )
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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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event_pairs = [
( ' Agahnim 1 ' , ' Beat Agahnim 1 ' ) ,
( ' Agahnim 2 ' , ' Beat Agahnim 2 ' ) ,
( ' Dark Blacksmith Ruins ' , ' Pick Up Purple Chest ' ) ,
( ' Frog ' , ' Get Frog ' ) ,
( ' Missing Smith ' , ' Return Smith ' ) ,
( ' Floodgate ' , ' Open Floodgate ' ) ,
( ' Agahnim 1 ' , ' Beat Agahnim 1 ' ) ,
( ' Flute Activation Spot ' , ' Activated Flute ' )
]
for location_name , event_name in event_pairs :
location = world . get_location ( location_name , player )
event = ItemFactory ( event_name , player )
world . push_item ( location , event , False )
location . event = location . locked = True
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# set up item pool
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additional_triforce_pieces = 0
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if world . custom :
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( pool , placed_items , precollected_items , clock_mode , treasure_hunt_count ,
treasure_hunt_icon ) = make_custom_item_pool ( world , player )
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world . rupoor_cost = min ( world . customitemarray [ 67 ] , 9999 )
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else :
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pool , placed_items , precollected_items , clock_mode , treasure_hunt_count , \
treasure_hunt_icon , additional_triforce_pieces = get_pool_core ( world , player )
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for item in precollected_items :
world . push_precollected ( ItemFactory ( item , player ) )
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if world . mode [ player ] == ' standard ' and not world . state . has_melee_weapon ( player ) :
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if " Link ' s Uncle " not in placed_items :
found_sword = False
found_bow = False
possible_weapons = [ ]
for item in pool :
if item in [ ' Progressive Sword ' , ' Fighter Sword ' , ' Master Sword ' , ' Tempered Sword ' , ' Golden Sword ' ] :
if not found_sword and world . swords [ player ] != ' swordless ' :
found_sword = True
possible_weapons . append ( item )
if item in [ ' Progressive Bow ' , ' Bow ' ] and not found_bow :
found_bow = True
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possible_weapons . append ( item )
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if item in [ ' Hammer ' , ' Bombs (10) ' , ' Fire Rod ' , ' Cane of Somaria ' , ' Cane of Byrna ' ] :
if item not in possible_weapons :
possible_weapons . append ( item )
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starting_weapon = world . random . choice ( possible_weapons )
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placed_items [ " Link ' s Uncle " ] = starting_weapon
pool . remove ( starting_weapon )
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 ' ] :
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 )
world . get_location ( location , player ) . event = True
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world . get_location ( location , player ) . locked = True
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items = ItemFactory ( pool , player )
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2017-11-18 23:21:31 +00:00
if clock_mode is not None :
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world . clock_mode [ player ] = clock_mode
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if treasure_hunt_count is not None :
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world . treasure_hunt_count [ player ] = treasure_hunt_count
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if treasure_hunt_icon is not None :
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world . treasure_hunt_icon [ player ] = treasure_hunt_icon
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dungeon_items = [ item for item in get_dungeon_item_pool ( world ) if item . player == player
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and ( ( item . smallkey and world . keyshuffle [ player ] )
or ( item . bigkey and world . bigkeyshuffle [ player ] )
or ( item . map and world . mapshuffle [ player ] )
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or ( item . compass and world . compassshuffle [ player ] )
or world . goal [ player ] == ' icerodhunt ' ) ]
if world . goal [ player ] == ' icerodhunt ' :
for item in dungeon_items :
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world . itempool . append ( ItemFactory ( GetBeemizerItem ( world , player , ' Nothing ' ) , player ) )
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world . push_precollected ( item )
else :
world . itempool . extend ( [ item for item in dungeon_items ] )
2018-01-03 01:01:16 +00:00
2018-01-06 18:39:22 +00:00
# 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)
2018-01-22 02:43:44 +00:00
# We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
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if world . goal [ player ] != ' icerodhunt ' and world . difficulty [ player ] in [ ' easy ' , ' normal ' , ' hard ' ] and not ( world . custom and world . customitemarray [ 30 ] == 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 . goal [ player ] != ' icerodhunt ' and world . difficulty [ player ] in [ ' expert ' ] and not ( world . custom and world . customitemarray [ 29 ] < 4 ) :
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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
2018-01-06 18:39:22 +00:00
2019-12-30 19:28:33 +00:00
2020-08-28 21:10:07 +00:00
progressionitems = [ ]
nonprogressionitems = [ ]
for item in items :
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if item . advancement or item . type :
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progressionitems . append ( item )
else :
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nonprogressionitems . append ( GetBeemizerItem ( world , item . player , item ) )
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world . random . shuffle ( nonprogressionitems )
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if additional_triforce_pieces :
if additional_triforce_pieces > len ( nonprogressionitems ) :
raise FillError ( f " Not enough non-progression items to replace with Triforce pieces found for player "
f " { world . get_player_names ( player ) } . " )
progressionitems + = [ ItemFactory ( " Triforce Piece " , player ) ] * additional_triforce_pieces
nonprogressionitems . sort ( key = lambda item : int ( " Heart " in item . name ) ) # try to keep hearts in the pool
nonprogressionitems = nonprogressionitems [ additional_triforce_pieces : ]
world . random . shuffle ( nonprogressionitems )
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2017-11-10 10:15:45 +00:00
# shuffle medallions
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if world . required_medallions [ player ] [ 0 ] == " random " :
mm_medallion = world . random . choice ( [ ' Ether ' , ' Quake ' , ' Bombos ' ] )
else :
mm_medallion = world . required_medallions [ player ] [ 0 ]
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if world . required_medallions [ player ] [ 1 ] == " random " :
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tr_medallion = world . random . choice ( [ ' Ether ' , ' Quake ' , ' Bombos ' ] )
else :
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tr_medallion = world . required_medallions [ player ] [ 1 ]
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world . required_medallions [ player ] = ( mm_medallion , tr_medallion )
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place_bosses ( world , player )
set_up_shops ( world , player )
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if world . shop_shuffle [ player ] :
shuffle_shops ( world , nonprogressionitems , player )
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create_dynamic_shop_locations ( world , player )
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world . itempool + = progressionitems + nonprogressionitems
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if world . retro [ player ] :
set_up_take_anys ( world , player ) # depends on world.itempool to be set
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take_any_locations = {
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' 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 ' ,
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' Kakariko Gamble Game ' , ' 50 Rupee Cave ' , ' Lost Woods Gamble ' , ' Hookshot Fairy ' ,
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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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take_any_locations_inverted = list ( take_any_locations - { " Dark Sanctuary Hint " , " Archery Game " } )
take_any_locations = list ( take_any_locations )
# sets are sorted by the element's hash, python's hash is seeded at startup, resulting in different sorting each run
take_any_locations_inverted . sort ( )
take_any_locations . sort ( )
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def set_up_take_anys ( world , player ) :
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# these are references, do not modify these lists in-place
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if world . mode [ player ] == ' inverted ' :
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take_any_locs = take_any_locations_inverted
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else :
take_any_locs = take_any_locations
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regions = world . random . sample ( take_any_locs , 5 )
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old_man_take_any = Region ( " Old Man Sword Cave " , RegionType . Cave , ' the sword cave ' , player )
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world . regions . append ( old_man_take_any )
world . dynamic_regions . append ( old_man_take_any )
reg = regions . pop ( )
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entrance = world . get_region ( reg , player ) . entrances [ 0 ]
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connect_entrance ( world , entrance . name , old_man_take_any . name , player )
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entrance . target = 0x58
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old_man_take_any . shop = TakeAny ( old_man_take_any , 0x0112 , 0xE2 , True , True , total_shop_slots )
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world . shops . 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 = world . random . choice ( swords )
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world . itempool . remove ( sword )
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world . itempool . append ( ItemFactory ( ' Rupees (20) ' , player ) )
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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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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 )
world . dynamic_regions . append ( take_any )
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target , room_id = world . 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 . name , take_any . name , player )
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entrance . target = target
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take_any . shop = TakeAny ( take_any , room_id , 0xE3 , True , True , total_shop_slots + num + 1 )
2018-03-23 03:18:40 +00:00
world . shops . append ( take_any . shop )
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take_any . shop . add_inventory ( 0 , ' Blue Potion ' , 0 , 0 )
take_any . shop . add_inventory ( 1 , ' Boss Heart Container ' , 0 , 0 )
2018-03-23 03:18:40 +00:00
2019-12-14 18:19:08 +00:00
world . initialize_regions ( )
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2019-04-18 09:23:24 +00:00
def create_dynamic_shop_locations ( world , player ) :
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for shop in world . shops :
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if shop . region . player == player :
for i , item in enumerate ( shop . inventory ) :
if item is None :
continue
if item [ ' create_location ' ] :
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loc = Location ( player , " {} Slot {} " . format ( shop . region . name , i + 1 ) , parent = shop . region )
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shop . region . locations . append ( loc )
world . dynamic_locations . append ( loc )
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2019-04-18 09:23:24 +00:00
world . clear_location_cache ( )
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2019-04-18 09:23:24 +00:00
world . push_item ( loc , ItemFactory ( item [ ' item ' ] , player ) , False )
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loc . shop_slot = True
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loc . event = True
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loc . locked = True
2018-03-23 03:18:40 +00:00
2018-01-27 21:21:32 +00:00
def fill_prizes ( world , attempts = 15 ) :
2019-04-18 09:23:24 +00:00
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 ) ]
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placed_prizes = { loc . item . name for loc in crystal_locations if loc . item }
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unplaced_prizes = [ crystal for crystal in crystals if crystal . name not in placed_prizes ]
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empty_crystal_locations = [ loc for loc in crystal_locations if not loc . item ]
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for attempt in range ( attempts ) :
try :
prizepool = list ( unplaced_prizes )
prize_locs = list ( empty_crystal_locations )
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world . random . shuffle ( prizepool )
world . random . shuffle ( prize_locs )
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fill_restrictive ( world , all_state , prize_locs , prizepool , True , lock = True )
2019-04-18 09:23:24 +00:00
except FillError as e :
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logging . getLogger ( ' ' ) . exception ( " Failed to place dungeon prizes ( %s ). Will retry %s more times " , e ,
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attempts - attempt )
2019-04-18 09:23:24 +00:00
for location in empty_crystal_locations :
location . item = None
continue
break
else :
raise FillError ( ' Unable to place dungeon prizes ' )
2018-01-27 21:21:32 +00:00
2017-11-10 10:15:45 +00:00
2020-04-16 09:02:16 +00:00
def get_pool_core ( world , player : int ) :
progressive = world . progressive [ player ]
shuffle = world . shuffle [ player ]
difficulty = world . difficulty [ player ]
timer = world . timer [ player ]
goal = world . goal [ player ]
mode = world . mode [ player ]
swords = world . swords [ player ]
retro = world . retro [ player ]
logic = world . logic [ player ]
2017-12-17 05:25:46 +00:00
pool = [ ]
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placed_items = { }
2019-08-10 19:30:14 +00:00
precollected_items = [ ]
2017-12-17 05:25:46 +00:00
clock_mode = None
treasure_hunt_count = None
treasure_hunt_icon = None
2017-11-18 23:21:31 +00:00
2021-01-07 20:36:39 +00:00
diff = ice_rod_hunt_difficulties [ difficulty ] if goal == ' icerodhunt ' else difficulties [ difficulty ]
pool . extend ( diff . alwaysitems )
2017-11-18 23:21:31 +00:00
2019-12-10 20:21:38 +00:00
def place_item ( loc , item ) :
assert loc not in placed_items
placed_items [ loc ] = item
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def want_progressives ( ) :
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return world . random . choice ( [ True , False ] ) if progressive == ' random ' else progressive == ' on '
2017-11-18 23:21:31 +00:00
2020-01-03 05:09:21 +00:00
# provide boots to major glitch dependent seeds
2021-01-07 20:36:39 +00:00
if logic in { ' owglitches ' , ' nologic ' } and world . glitch_boots [ player ] and goal != ' icerodhunt ' :
2020-01-03 05:09:21 +00:00
precollected_items . append ( ' Pegasus Boots ' )
pool . remove ( ' Pegasus Boots ' )
2020-08-01 14:49:46 +00:00
pool . append ( ' Rupees (20) ' )
2020-01-03 05:09:21 +00:00
2017-12-17 05:25:46 +00:00
if want_progressives ( ) :
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pool . extend ( diff . progressiveglove )
2017-11-18 23:21:31 +00:00
else :
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pool . extend ( diff . basicglove )
2017-11-18 23:21:31 +00:00
2020-08-01 14:49:46 +00:00
# insanity legacy shuffle doesn't have fake LW/DW logic so for now guaranteed Mirror and Moon Pearl at the start
2020-03-04 12:55:03 +00:00
if shuffle == ' insanity_legacy ' :
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place_item ( ' Link \' s House ' , diff . legacyinsanity [ 0 ] )
place_item ( ' Sanctuary ' , diff . legacyinsanity [ 1 ] )
2017-11-18 23:21:31 +00:00
else :
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pool . extend ( diff . legacyinsanity )
2017-11-18 23:21:31 +00:00
if timer == ' display ' :
clock_mode = ' stopwatch '
2017-11-19 01:36:42 +00:00
elif timer == ' ohko ' :
clock_mode = ' ohko '
2017-11-18 23:21:31 +00:00
pool . extend ( diff . baseitems )
# expert+ difficulties produce the same contents for
# all bottles, since only one bottle is available
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thisbottle = None
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for _ in range ( diff . bottle_count ) :
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if not diff . same_bottle or not thisbottle :
2020-07-14 05:01:51 +00:00
thisbottle = world . random . choice ( diff . bottles )
2017-11-18 23:21:31 +00:00
pool . append ( thisbottle )
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if want_progressives ( ) :
2017-11-18 23:21:31 +00:00
pool . extend ( diff . progressiveshield )
else :
pool . extend ( diff . basicshield )
2017-12-17 05:25:46 +00:00
if want_progressives ( ) :
2017-11-18 23:21:31 +00:00
pool . extend ( diff . progressivearmor )
else :
pool . extend ( diff . basicarmor )
2020-08-04 16:24:48 +00:00
if want_progressives ( ) :
pool . extend ( diff . progressivemagic )
else :
pool . extend ( diff . basicmagic )
2020-01-06 18:13:42 +00:00
if want_progressives ( ) :
2020-06-30 21:07:44 +00:00
pool . extend ( diff . progressivebow )
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elif ( swords == ' swordless ' or logic == ' noglitches ' ) and goal != ' icerodhunt ' :
2020-08-01 14:49:46 +00:00
swordless_bows = [ ' Bow ' , ' Silver Bow ' ]
if difficulty == " easy " :
swordless_bows * = 2
pool . extend ( swordless_bows )
2020-10-07 17:51:46 +00:00
else :
pool . extend ( diff . basicbow )
2019-08-10 23:37:26 +00:00
2019-08-04 16:32:35 +00:00
if swords == ' swordless ' :
2017-11-18 23:21:31 +00:00
pool . extend ( diff . swordless )
2019-08-10 19:30:14 +00:00
elif swords == ' vanilla ' :
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swords_to_use = diff . progressivesword . copy ( ) if want_progressives ( ) else diff . basicsword . copy ( )
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world . random . shuffle ( swords_to_use )
2019-08-10 19:30:14 +00:00
2019-12-10 20:21:38 +00:00
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 ( ) )
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if goal != ' pedestal ' :
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place_item ( ' Master Sword Pedestal ' , swords_to_use . pop ( ) )
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else :
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swords_to_use . pop ( )
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place_item ( ' Master Sword Pedestal ' , ' Triforce ' )
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if swords_to_use :
pool . extend ( swords_to_use )
2017-11-18 23:21:31 +00:00
else :
2020-01-23 23:06:00 +00:00
progressive_swords = want_progressives ( )
pool . extend ( diff . progressivesword if progressive_swords else diff . basicsword )
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if swords == ' assured ' and goal != ' icerodhunt ' :
2020-01-23 23:06:00 +00:00
if progressive_swords :
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precollected_items . append ( ' Progressive Sword ' )
pool . remove ( ' Progressive Sword ' )
else :
precollected_items . append ( ' Fighter Sword ' )
pool . remove ( ' Fighter Sword ' )
pool . extend ( [ ' Rupees (50) ' ] )
2017-11-18 23:21:31 +00:00
2017-12-17 05:25:46 +00:00
extraitems = total_items_to_place - len ( pool ) - len ( placed_items )
2017-11-18 23:21:31 +00:00
if timer in [ ' timed ' , ' timed-countdown ' ] :
pool . extend ( diff . timedother )
extraitems - = len ( diff . timedother )
clock_mode = ' stopwatch ' if timer == ' timed ' else ' countdown '
elif timer == ' timed-ohko ' :
pool . extend ( diff . timedohko )
extraitems - = len ( diff . timedohko )
2017-11-19 01:36:42 +00:00
clock_mode = ' countdown-ohko '
2020-08-25 17:45:33 +00:00
additional_pieces_to_place = 0
2020-06-26 14:18:53 +00:00
if ' triforcehunt ' in goal :
2020-08-25 17:45:33 +00:00
pieces_in_core = min ( extraitems , world . triforce_pieces_available [ player ] )
additional_pieces_to_place = world . triforce_pieces_available [ player ] - pieces_in_core
pool . extend ( [ " Triforce Piece " ] * pieces_in_core )
extraitems - = pieces_in_core
2020-06-07 13:22:24 +00:00
treasure_hunt_count = world . triforce_pieces_required [ player ]
2017-11-18 23:21:31 +00:00
treasure_hunt_icon = ' Triforce Piece '
for extra in diff . extras :
2020-08-01 14:49:46 +00:00
if extraitems > = len ( extra ) :
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pool . extend ( extra )
2017-11-18 23:21:31 +00:00
extraitems - = len ( extra )
2020-08-01 14:49:46 +00:00
elif extraitems > 0 :
pool . extend ( world . random . sample ( extra , extraitems ) )
break
2020-08-25 17:45:33 +00:00
else :
break
2017-11-18 23:21:31 +00:00
2019-08-10 19:30:14 +00:00
if goal == ' pedestal ' and swords != ' vanilla ' :
2019-12-10 20:21:38 +00:00
place_item ( ' Master Sword Pedestal ' , ' Triforce ' )
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pool . remove ( " Rupees (20) " )
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if retro :
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replace = { ' Single Arrow ' , ' Arrows (10) ' , ' Arrow Upgrade (+5) ' , ' Arrow Upgrade (+10) ' }
pool = [ ' Rupees (5) ' if item in replace else item for item in pool ]
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if world . keyshuffle [ player ] == " universal " :
pool . extend ( diff . universal_keys )
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item_to_place = ' Small Key (Universal) ' if goal != ' icerodhunt ' else ' Nothing '
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if mode == ' standard ' :
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key_location = world . random . choice (
[ ' Secret Passage ' , ' Hyrule Castle - Boomerang Chest ' , ' Hyrule Castle - Map Chest ' ,
' Hyrule Castle - Zelda \' s Chest ' , ' Sewers - Dark Cross ' ] )
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place_item ( key_location , item_to_place )
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else :
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pool . extend ( [ item_to_place ] )
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return ( pool , placed_items , precollected_items , clock_mode , treasure_hunt_count , treasure_hunt_icon ,
additional_pieces_to_place )
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def make_custom_item_pool ( world , player ) :
shuffle = world . shuffle [ player ]
difficulty = world . difficulty [ player ]
timer = world . timer [ player ]
goal = world . goal [ player ]
mode = world . mode [ player ]
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customitemarray = world . customitemarray
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pool = [ ]
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placed_items = { }
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precollected_items = [ ]
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clock_mode = None
treasure_hunt_count = None
treasure_hunt_icon = None
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def place_item ( loc , item ) :
assert loc not in placed_items
placed_items [ loc ] = item
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# Correct for insanely oversized item counts and take initial steps to handle undersized pools.
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for x in range ( 0 , 67 ) :
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if customitemarray [ x ] > total_items_to_place :
customitemarray [ x ] = total_items_to_place
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if customitemarray [ 68 ] > total_items_to_place :
customitemarray [ 68 ] = total_items_to_place
# count all items, except rupoor cost
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itemtotal = 0
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for x in range ( 0 , 67 ) :
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itemtotal = itemtotal + customitemarray [ x ]
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itemtotal = itemtotal + customitemarray [ 68 ]
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pool . extend ( [ ' Bow ' ] * customitemarray [ 0 ] )
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pool . extend ( [ ' Silver Bow ' ] * customitemarray [ 1 ] )
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pool . extend ( [ ' Blue Boomerang ' ] * customitemarray [ 2 ] )
pool . extend ( [ ' Red Boomerang ' ] * customitemarray [ 3 ] )
pool . extend ( [ ' Hookshot ' ] * customitemarray [ 4 ] )
pool . extend ( [ ' Mushroom ' ] * customitemarray [ 5 ] )
pool . extend ( [ ' Magic Powder ' ] * customitemarray [ 6 ] )
pool . extend ( [ ' Fire Rod ' ] * customitemarray [ 7 ] )
pool . extend ( [ ' Ice Rod ' ] * customitemarray [ 8 ] )
pool . extend ( [ ' Bombos ' ] * customitemarray [ 9 ] )
pool . extend ( [ ' Ether ' ] * customitemarray [ 10 ] )
pool . extend ( [ ' Quake ' ] * customitemarray [ 11 ] )
pool . extend ( [ ' Lamp ' ] * customitemarray [ 12 ] )
pool . extend ( [ ' Hammer ' ] * customitemarray [ 13 ] )
pool . extend ( [ ' Shovel ' ] * customitemarray [ 14 ] )
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pool . extend ( [ ' Flute ' ] * customitemarray [ 15 ] )
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pool . extend ( [ ' Bug Catching Net ' ] * customitemarray [ 16 ] )
pool . extend ( [ ' Book of Mudora ' ] * customitemarray [ 17 ] )
pool . extend ( [ ' Cane of Somaria ' ] * customitemarray [ 19 ] )
pool . extend ( [ ' Cane of Byrna ' ] * customitemarray [ 20 ] )
pool . extend ( [ ' Cape ' ] * customitemarray [ 21 ] )
pool . extend ( [ ' Pegasus Boots ' ] * customitemarray [ 23 ] )
pool . extend ( [ ' Power Glove ' ] * customitemarray [ 24 ] )
pool . extend ( [ ' Titans Mitts ' ] * customitemarray [ 25 ] )
pool . extend ( [ ' Progressive Glove ' ] * customitemarray [ 26 ] )
pool . extend ( [ ' Flippers ' ] * customitemarray [ 27 ] )
pool . extend ( [ ' Piece of Heart ' ] * customitemarray [ 29 ] )
pool . extend ( [ ' Boss Heart Container ' ] * customitemarray [ 30 ] )
pool . extend ( [ ' Sanctuary Heart Container ' ] * customitemarray [ 31 ] )
pool . extend ( [ ' Master Sword ' ] * customitemarray [ 33 ] )
pool . extend ( [ ' Tempered Sword ' ] * customitemarray [ 34 ] )
pool . extend ( [ ' Golden Sword ' ] * customitemarray [ 35 ] )
pool . extend ( [ ' Blue Shield ' ] * customitemarray [ 37 ] )
pool . extend ( [ ' Red Shield ' ] * customitemarray [ 38 ] )
pool . extend ( [ ' Mirror Shield ' ] * customitemarray [ 39 ] )
pool . extend ( [ ' Progressive Shield ' ] * customitemarray [ 40 ] )
pool . extend ( [ ' Blue Mail ' ] * customitemarray [ 41 ] )
pool . extend ( [ ' Red Mail ' ] * customitemarray [ 42 ] )
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pool . extend ( [ ' Progressive Mail ' ] * customitemarray [ 43 ] )
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pool . extend ( [ ' Magic Upgrade (1/2) ' ] * customitemarray [ 44 ] )
pool . extend ( [ ' Magic Upgrade (1/4) ' ] * customitemarray [ 45 ] )
pool . extend ( [ ' Bomb Upgrade (+5) ' ] * customitemarray [ 46 ] )
pool . extend ( [ ' Bomb Upgrade (+10) ' ] * customitemarray [ 47 ] )
pool . extend ( [ ' Arrow Upgrade (+5) ' ] * customitemarray [ 48 ] )
pool . extend ( [ ' Arrow Upgrade (+10) ' ] * customitemarray [ 49 ] )
pool . extend ( [ ' Single Arrow ' ] * customitemarray [ 50 ] )
pool . extend ( [ ' Arrows (10) ' ] * customitemarray [ 51 ] )
pool . extend ( [ ' Single Bomb ' ] * customitemarray [ 52 ] )
pool . extend ( [ ' Bombs (3) ' ] * customitemarray [ 53 ] )
pool . extend ( [ ' Rupee (1) ' ] * customitemarray [ 54 ] )
pool . extend ( [ ' Rupees (5) ' ] * customitemarray [ 55 ] )
pool . extend ( [ ' Rupees (20) ' ] * customitemarray [ 56 ] )
pool . extend ( [ ' Rupees (50) ' ] * customitemarray [ 57 ] )
pool . extend ( [ ' Rupees (100) ' ] * customitemarray [ 58 ] )
pool . extend ( [ ' Rupees (300) ' ] * customitemarray [ 59 ] )
pool . extend ( [ ' Rupoor ' ] * customitemarray [ 60 ] )
pool . extend ( [ ' Blue Clock ' ] * customitemarray [ 61 ] )
pool . extend ( [ ' Green Clock ' ] * customitemarray [ 62 ] )
pool . extend ( [ ' Red Clock ' ] * customitemarray [ 63 ] )
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pool . extend ( [ ' Progressive Bow ' ] * customitemarray [ 64 ] )
pool . extend ( [ ' Bombs (10) ' ] * customitemarray [ 65 ] )
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pool . extend ( [ ' Triforce ' ] * customitemarray [ 68 ] )
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diff = difficulties [ difficulty ]
# expert+ difficulties produce the same contents for
# all bottles, since only one bottle is available
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thisbottle = None
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for _ in range ( customitemarray [ 18 ] ) :
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if not diff . same_bottle or not thisbottle :
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thisbottle = world . random . choice ( diff . bottles )
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pool . append ( thisbottle )
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if " triforce " in world . goal [ player ] :
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pool . extend ( [ " Triforce Piece " ] * world . triforce_pieces_available [ player ] )
itemtotal + = world . triforce_pieces_available [ player ]
treasure_hunt_count = world . triforce_pieces_required [ player ]
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treasure_hunt_icon = ' Triforce Piece '
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 == ' pedestal ' :
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place_item ( ' Master Sword Pedestal ' , ' Triforce ' )
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itemtotal = itemtotal + 1
if mode == ' standard ' :
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if world . keyshuffle [ player ] == " universal " :
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key_location = world . random . choice (
[ ' Secret Passage ' , ' Hyrule Castle - Boomerang Chest ' , ' Hyrule Castle - Map Chest ' ,
' Hyrule Castle - Zelda \' s Chest ' , ' Sewers - Dark Cross ' ] )
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place_item ( key_location , ' Small Key (Universal) ' )
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pool . extend ( [ ' Small Key (Universal) ' ] * max ( ( customitemarray [ 66 ] - 1 ) , 0 ) )
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else :
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pool . extend ( [ ' Small Key (Universal) ' ] * customitemarray [ 66 ] )
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else :
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pool . extend ( [ ' Small Key (Universal) ' ] * customitemarray [ 66 ] )
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pool . extend ( [ ' Fighter Sword ' ] * customitemarray [ 32 ] )
pool . extend ( [ ' Progressive Sword ' ] * customitemarray [ 36 ] )
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if shuffle == ' insanity_legacy ' :
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place_item ( ' Link \' s House ' , ' Magic Mirror ' )
place_item ( ' Sanctuary ' , ' Moon Pearl ' )
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pool . extend ( [ ' Magic Mirror ' ] * max ( ( customitemarray [ 22 ] - 1 ) , 0 ) )
pool . extend ( [ ' Moon Pearl ' ] * max ( ( customitemarray [ 28 ] - 1 ) , 0 ) )
else :
pool . extend ( [ ' Magic Mirror ' ] * customitemarray [ 22 ] )
pool . extend ( [ ' Moon Pearl ' ] * customitemarray [ 28 ] )
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if world . keyshuffle == " universal " :
itemtotal = itemtotal - 28 # Corrects for small keys not being in item pool in Retro Mode
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if itemtotal < total_items_to_place :
pool . extend ( [ ' Nothing ' ] * ( total_items_to_place - itemtotal ) )
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logging . warning ( f " Pool was filled up with { total_items_to_place - itemtotal } Nothing ' s for player { player } " )
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return ( pool , placed_items , precollected_items , clock_mode , treasure_hunt_count , treasure_hunt_icon )