LttP: Rename Shop Slot 1, 2, 3 to Shop Slot Left, Center, Right
General: Move generic IDs from LttP to new Generic World Generate: ensure thread errors are collected before data from their completion may be referenced in playthrough/spoiler
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@ -911,7 +911,8 @@ class Boss():
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return f"Boss({self.name})"
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class Location():
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shop_slot: bool = False
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# If given as integer, then this is the shop's inventory index
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shop_slot: Optional[int] = None
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shop_slot_disabled: bool = False
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event: bool = False
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locked: bool = False
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26
Main.py
26
Main.py
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@ -147,11 +147,13 @@ def main(args, seed=None):
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longest_name = max(len(text) for text in AutoWorld.AutoWorldRegister.world_types)
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numlength = 8
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for name, cls in AutoWorld.AutoWorldRegister.world_types.items():
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logger.info(f" {name:{longest_name}}: {len(cls.item_names):3} Items | {len(cls.location_names):3} Locations")
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logger.info(f" Item IDs: {min(cls.item_id_to_name):{numlength}} - "
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f"{max(cls.item_id_to_name):{numlength}} | "
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f"Location IDs: {min(cls.location_id_to_name):{numlength}} - "
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f"{max(cls.location_id_to_name):{numlength}}")
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if not getattr(cls, "hidden", False):
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logger.info(f" {name:{longest_name}}: {len(cls.item_names):3} Items | "
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f"{len(cls.location_names):3} Locations")
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logger.info(f" Item IDs: {min(cls.item_id_to_name):{numlength}} - "
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f"{max(cls.item_id_to_name):{numlength}} | "
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f"Location IDs: {min(cls.location_id_to_name):{numlength}} - "
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f"{max(cls.location_id_to_name):{numlength}}")
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logger.info('')
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for player in world.get_game_players("A Link to the Past"):
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@ -383,22 +385,28 @@ def main(args, seed=None):
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raise Exception("Game appears as unbeatable. Aborting.")
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else:
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logger.warning("Location Accessibility requirements not fulfilled.")
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# retrieve exceptions via .result() if they occured.
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if multidata_task:
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multidata_task.result() # retrieve exception if one exists
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multidata_task.result()
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for future in output_file_futures:
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future.result()
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pool.shutdown() # wait for all queued tasks to complete
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if not args.skip_playthrough:
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logger.info('Calculating playthrough.')
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create_playthrough(world)
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if args.create_spoiler:
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world.spoiler.to_file(os.path.join(temp_dir, '%s_Spoiler.txt' % outfilebase))
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for future in output_file_futures:
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future.result()
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zipfilename = output_path(f"AP_{world.seed_name}.zip")
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logger.info(f'Creating final archive at {zipfilename}.')
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with zipfile.ZipFile(zipfilename, mode="w", compression=zipfile.ZIP_DEFLATED,
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compresslevel=9) as zf:
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for file in os.scandir(temp_dir):
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zf.write(os.path.join(temp_dir, file), arcname=file.name)
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zf.write(file.path, arcname=file.name)
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logger.info('Done. Enjoy. Total Time: %s', time.perf_counter() - start)
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return world
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@ -500,14 +500,14 @@ def create_dynamic_shop_locations(world, player):
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if item is None:
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continue
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if item['create_location']:
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loc = ALttPLocation(player, "{} Slot {}".format(shop.region.name, i + 1), parent=shop.region)
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loc = ALttPLocation(player, f"{shop.region.name} {shop.slot_names[i]}", parent=shop.region)
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shop.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(item['item'], player), False)
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loc.shop_slot = True
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loc.shop_slot = i
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loc.event = True
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loc.locked = True
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@ -676,12 +676,10 @@ location_table: typing.Dict[str,
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from worlds.alttp.Shops import shop_table_by_location_id, shop_table_by_location
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lookup_id_to_name = {data[0]: name for name, data in location_table.items() if type(data[0]) == int}
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lookup_id_to_name = {**lookup_id_to_name, **{data[1]: name for name, data in key_drop_data.items()},
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-1: "Cheat Console", -2: "Server"}
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lookup_id_to_name = {**lookup_id_to_name, **{data[1]: name for name, data in key_drop_data.items()}}
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lookup_id_to_name.update(shop_table_by_location_id)
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lookup_name_to_id = {name: data[0] for name, data in location_table.items() if type(data[0]) == int}
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lookup_name_to_id = {**lookup_name_to_id, **{name: data[1] for name, data in key_drop_data.items()},
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"Cheat Console": -1, "Server": -2}
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lookup_name_to_id = {**lookup_name_to_id, **{name: data[1] for name, data in key_drop_data.items()}}
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lookup_name_to_id.update(shop_table_by_location)
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lookup_vanilla_location_to_entrance = {1572883: 'Kings Grave Inner Rocks', 191256: 'Kings Grave Inner Rocks',
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@ -763,7 +763,7 @@ def patch_rom(world, rom, player, enemized):
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# patch items
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for location in world.get_locations():
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if location.player != player or location.address is None or location.shop_slot:
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if location.player != player or location.address is None or location.shop_slot is not None:
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continue
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itemid = location.item.code if location.item is not None else 0x5A
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@ -22,6 +22,11 @@ class Shop():
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slots: int = 3 # slot count is not dynamic in asm, however inventory can have None as empty slots
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blacklist: Set[str] = set() # items that don't work, todo: actually check against this
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type = ShopType.Shop
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slot_names: Dict[int, str] = {
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0: "Left",
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1: "Center",
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2: "Right"
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}
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def __init__(self, region, room_id: int, shopkeeper_config: int, custom: bool, locked: bool, sram_offset: int):
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self.region = region
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@ -131,23 +136,22 @@ shop_class_mapping = {ShopType.UpgradeShop: UpgradeShop,
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def FillDisabledShopSlots(world):
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shop_slots: Set[ALttPLocation] = {location for shop_locations in (shop.region.locations for shop in world.shops)
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for location in shop_locations if location.shop_slot and location.shop_slot_disabled}
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for location in shop_locations
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if location.shop_slot is not None and location.shop_slot_disabled}
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for location in shop_slots:
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location.shop_slot_disabled = True
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slot_num = int(location.name[-1]) - 1
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shop: Shop = location.parent_region.shop
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location.item = ItemFactory(shop.inventory[slot_num]['item'], location.player)
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location.item = ItemFactory(shop.inventory[location.shop_slot]['item'], location.player)
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location.item_rule = lambda item: item.name == location.item.name and item.player == location.player
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def ShopSlotFill(world):
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shop_slots: Set[ALttPLocation] = {location for shop_locations in (shop.region.locations for shop in world.shops)
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for location in shop_locations if location.shop_slot}
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for location in shop_locations if location.shop_slot is not None}
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removed = set()
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for location in shop_slots:
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slot_num = int(location.name[-1]) - 1
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shop: Shop = location.parent_region.shop
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if not shop.can_push_inventory(slot_num) or location.shop_slot_disabled:
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if not shop.can_push_inventory(location.shop_slot) or location.shop_slot_disabled:
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location.shop_slot_disabled = True
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removed.add(location)
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@ -179,7 +183,7 @@ def ShopSlotFill(world):
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shops_per_sphere.append(current_shops_slots)
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candidates_per_sphere.append(current_candidates)
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for location in sphere:
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if location.shop_slot:
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if location.shop_slot is not None:
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if not location.shop_slot_disabled:
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current_shops_slots.append(location)
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elif not location.locked and not location.item.name in blacklist_words:
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@ -229,7 +233,7 @@ def ShopSlotFill(world):
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else:
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price = world.random.randrange(8, 56)
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shop.push_inventory(int(location.name[-1]) - 1, item_name, price * 5, 1,
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shop.push_inventory(location.shop_slot, item_name, price * 5, 1,
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location.item.player if location.item.player != location.player else 0)
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@ -278,10 +282,10 @@ def create_shops(world, player: int):
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for index, item in enumerate(inventory):
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shop.add_inventory(index, *item)
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if not locked and num_slots:
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slot_name = "{} Slot {}".format(region.name, index + 1)
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slot_name = f"{region.name} {shop.slot_names[index]}"
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loc = ALttPLocation(player, slot_name, address=shop_table_by_location[slot_name],
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parent=region, hint_text="for sale")
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loc.shop_slot = True
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loc.shop_slot = index
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loc.locked = True
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if single_purchase_slots.pop():
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if world.goal[player] != 'icerodhunt':
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@ -337,9 +341,10 @@ total_shop_slots = len(shop_table) * 3
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total_dynamic_shop_slots = sum(3 for shopname, data in shop_table.items() if not data[4]) # data[4] -> locked
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SHOP_ID_START = 0x400000
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shop_table_by_location_id = {cnt: s for cnt, s in enumerate(
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(f"{name} Slot {num}" for name in [key for key, value in sorted(shop_table.items(), key=lambda item: item[1].sram_offset)]
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for num in range(1, 4)), start=SHOP_ID_START)}
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shop_table_by_location_id = dict(enumerate(
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(f"{name} {Shop.slot_names[num]}" for name, shop_data in sorted(shop_table.items(), key=lambda item: item[1].sram_offset)
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for num in range(3)), start=SHOP_ID_START))
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shop_table_by_location_id[(SHOP_ID_START + total_shop_slots)] = "Old Man Sword Cave"
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shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 1)] = "Take-Any #1"
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shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 2)] = "Take-Any #2"
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@ -26,14 +26,12 @@ class ALTTPWorld(World):
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options = alttp_options
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topology_present = True
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item_name_groups = item_name_groups
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item_names = frozenset(item_table)
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location_names = frozenset(lookup_name_to_id)
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hint_blacklist = {"Triforce"}
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item_name_to_id = {name: data.item_code for name, data in item_table.items() if type(data.item_code) == int}
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location_name_to_id = lookup_name_to_id
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data_version = 7
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data_version = 8
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remote_items: bool = False
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set_rules = set_rules
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@ -1,6 +1,20 @@
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from typing import NamedTuple, Union
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import logging
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from ..AutoWorld import World
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class GenericWorld(World):
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game = "Archipelago"
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topology_present = False
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item_name_to_id = {
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"Nothing": -1
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}
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location_name_to_id = {
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"Cheat Console" : -1,
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"Server": -2
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}
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hidden = True
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class PlandoItem(NamedTuple):
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item: str
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@ -19,6 +19,8 @@ class HKWorld(World):
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item_name_to_id = {name: data.id for name, data in item_table.items() if data.type != "Event"}
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location_name_to_id = lookup_name_to_id
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hidden = True
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def generate_basic(self):
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# Link regions
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self.world.get_entrance('Hollow Nest S&Q', self.player).connect(self.world.get_region('Hollow Nest', self.player))
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@ -19,6 +19,8 @@ class OriBlindForest(World):
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options = options
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hidden = True
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def generate_early(self):
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logic_sets = {"casual-core"}
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for logic_set in location_rules:
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