General coding pass on Shops
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a67d657882
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478e1f3a82
6
Rom.py
6
Rom.py
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@ -1572,9 +1572,9 @@ def write_custom_shops(rom, world, player):
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for item in shop.inventory:
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if item is None:
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break
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item_data = [shop_id, ItemFactory(item['item'], player).code] + int16_as_bytes(item['price']) + [ item['max'],\
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ItemFactory(item['replacement'], player).code if item['replacement'] else 0xFF] + int16_as_bytes(
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item['replacement_price']) + [item['player']]
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item_data = [shop_id, ItemFactory(item['item'], player).code] + int16_as_bytes(item['price']) + \
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[item['max'], ItemFactory(item['replacement'], player).code if item['replacement'] else 0xFF] + \
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int16_as_bytes(item['replacement_price']) + [0 if item['player'] == player else item['player']]
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items_data.extend(item_data)
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rom.write_bytes(0x184800, shop_data)
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130
Shops.py
130
Shops.py
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@ -1,11 +1,11 @@
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from __future__ import annotations
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from enum import unique, Enum
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from typing import List, Union, Optional, Set
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from typing import List, Union, Optional, Set, NamedTuple, Dict
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import logging
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from BaseClasses import Location
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from EntranceShuffle import door_addresses
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from Items import item_name_groups, item_table
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from Items import item_name_groups, item_table, ItemFactory
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from Utils import int16_as_bytes
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logger = logging.getLogger("Shops")
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@ -19,14 +19,14 @@ class ShopType(Enum):
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class Shop():
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slots = 3 # slot count is not dynamic in asm, however inventory can have None as empty slots
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blacklist = set() # items that don't work, todo: actually check against this
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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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def __init__(self, region, room_id: int, shopkeeper_config: int, custom: bool, locked: bool):
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self.region = region
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self.room_id = room_id
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self.inventory: List[Union[None, dict]] = [None] * self.slots
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self.inventory: List[Optional[dict]] = [None] * self.slots
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self.shopkeeper_config = shopkeeper_config
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self.custom = custom
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self.locked = locked
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@ -57,10 +57,12 @@ class Shop():
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for inv in self.inventory:
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if inv is None:
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continue
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if inv['item'] == item:
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return True
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if inv['max'] != 0 and inv['replacement'] is not None and inv['replacement'] == item:
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if inv['max']:
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if inv['replacement'] == item:
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return True
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elif inv['item'] == item:
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return True
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return False
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def has(self, item: str) -> bool:
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@ -69,7 +71,7 @@ class Shop():
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continue
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if inv['item'] == item:
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return True
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if inv['max'] != 0 and inv['replacement'] == item:
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if inv['replacement'] == item:
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return True
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return False
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@ -118,6 +120,11 @@ class UpgradeShop(Shop):
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blacklist = item_name_groups["Potions"]
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shop_class_mapping = {ShopType.UpgradeShop: UpgradeShop,
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ShopType.Shop: Shop,
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ShopType.TakeAny: TakeAny}
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def ShopSlotFill(world):
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shop_slots: Set[Location] = {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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@ -194,29 +201,25 @@ def ShopSlotFill(world):
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def create_shops(world, player: int):
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cls_mapping = {ShopType.UpgradeShop: UpgradeShop,
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ShopType.Shop: Shop,
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ShopType.TakeAny: TakeAny}
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option = world.shop_shuffle[player]
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my_shop_table = dict(shop_table)
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num_slots = int(world.shop_shuffle_slots[player])
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player_shop_table = shop_table.copy()
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if "w" in option:
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player_shop_table["Potion Shop"] = player_shop_table["Potion Shop"]._replace(locked=False)
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dynamic_shop_slots = total_dynamic_shop_slots + 3
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else:
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dynamic_shop_slots = total_dynamic_shop_slots
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my_shop_slots = ([True] * num_slots + [False] * (len(shop_table) * 3))[:len(shop_table) * 3 - 2]
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num_slots = min(dynamic_shop_slots, max(0, int(world.shop_shuffle_slots[player]))) # 0 to 30
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single_purchase_slots: List[bool] = [True] * num_slots + [False] * (dynamic_shop_slots - num_slots)
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world.random.shuffle(single_purchase_slots)
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world.random.shuffle(my_shop_slots)
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from Items import ItemFactory
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if 'g' in option or 'f' in option:
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new_basic_shop = world.random.sample(shop_generation_types['default'], k=3)
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new_dark_shop = world.random.sample(shop_generation_types['default'], k=3)
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for name, shop in my_shop_table.items():
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for name, shop in player_shop_table.items():
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typ, shop_id, keeper, custom, locked, items = shop
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if name == 'Capacity Upgrade':
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pass
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elif name == 'Potion Shop' and not "w" in option:
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pass
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else:
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if not locked:
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new_items = world.random.sample(shop_generation_types['default'], k=3)
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if 'f' not in option:
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if items == _basic_shop_defaults:
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@ -224,55 +227,64 @@ def create_shops(world, player: int):
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elif items == _dark_world_shop_defaults:
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new_items = new_dark_shop
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keeper = world.random.choice([0xA0, 0xC1, 0xFF])
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my_shop_table[name] = (typ, shop_id, keeper, custom, locked, new_items)
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for region_name, (room_id, type, shopkeeper, custom, locked, inventory) in my_shop_table.items():
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if world.mode[player] == 'inverted' and region_name == 'Dark Lake Hylia Shop':
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locked = True
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inventory = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)]
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player_shop_table[name] = ShopData(typ, shop_id, keeper, custom, locked, new_items)
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if world.mode[player] == "inverted":
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player_shop_table["Dark Lake Hylia Shop"] = \
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player_shop_table["Dark Lake Hylia Shop"]._replace(locked=True, items=_inverted_hylia_shop_defaults)
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for region_name, (room_id, type, shopkeeper, custom, locked, inventory) in player_shop_table.items():
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region = world.get_region(region_name, player)
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shop = cls_mapping[type](region, room_id, shopkeeper, custom, locked)
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shop = shop_class_mapping[type](region, room_id, shopkeeper, custom, locked)
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region.shop = shop
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world.shops.append(shop)
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for index, item in enumerate(inventory):
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shop.add_inventory(index, *item)
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if region_name == 'Potion Shop' and 'w' not in option:
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pass
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elif region_name == 'Capacity Upgrade':
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pass
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else:
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if my_shop_slots.pop():
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additional_item = 'Rupees (50)' # world.random.choice(['Rupees (50)', 'Rupees (100)', 'Rupees (300)'])
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slot_name = "{} Slot {}".format(shop.region.name, index + 1)
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loc = Location(player, slot_name, address=shop_table_by_location[slot_name],
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parent=shop.region, hint_text="for sale")
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loc.shop_slot = True
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loc.locked = True
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loc.item = ItemFactory(additional_item, player)
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shop.region.locations.append(loc)
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world.dynamic_locations.append(loc)
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if not locked and single_purchase_slots.pop():
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additional_item = 'Rupees (50)' # world.random.choice(['Rupees (50)', 'Rupees (100)', 'Rupees (300)'])
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slot_name = "{} Slot {}".format(region.name, index + 1)
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loc = Location(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.locked = True
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loc.item = ItemFactory(additional_item, player)
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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.clear_location_cache()
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class ShopData(NamedTuple):
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room: int
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type: ShopType
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shopkeeper: int
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custom: bool
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locked: bool
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items: List
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# (type, room_id, shopkeeper, custom, locked, [items])
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# item = (item, price, max=0, replacement=None, replacement_price=0)
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_basic_shop_defaults = [('Red Potion', 150), ('Small Heart', 10), ('Bombs (10)', 50)]
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_dark_world_shop_defaults = [('Red Potion', 150), ('Blue Shield', 50), ('Bombs (10)', 50)]
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shop_table = {
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'Cave Shop (Dark Death Mountain)': (0x0112, ShopType.Shop, 0xC1, True, False, _basic_shop_defaults),
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'Red Shield Shop': (0x0110, ShopType.Shop, 0xC1, True, False, [('Red Shield', 500), ('Bee', 10), ('Arrows (10)', 30)]),
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'Dark Lake Hylia Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
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'Dark World Lumberjack Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
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'Village of Outcasts Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
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'Dark World Potion Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
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'Light World Death Mountain Shop': (0x00FF, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
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'Kakariko Shop': (0x011F, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
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'Cave Shop (Lake Hylia)': (0x0112, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
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'Potion Shop': (0x0109, ShopType.Shop, 0xA0, True, False, [('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)]),
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'Capacity Upgrade': (0x0115, ShopType.UpgradeShop, 0x04, True, True, [('Bomb Upgrade (+5)', 100, 7), ('Arrow Upgrade (+5)', 100, 7)])
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_inverted_hylia_shop_defaults = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)]
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shop_table: Dict[str, ShopData] = {
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'Cave Shop (Dark Death Mountain)': ShopData(0x0112, ShopType.Shop, 0xC1, True, False, _basic_shop_defaults),
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'Red Shield Shop': ShopData(0x0110, ShopType.Shop, 0xC1, True, False,
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[('Red Shield', 500), ('Bee', 10), ('Arrows (10)', 30)]),
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'Dark Lake Hylia Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
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'Dark World Lumberjack Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
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'Village of Outcasts Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
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'Dark World Potion Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
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'Light World Death Mountain Shop': ShopData(0x00FF, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
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'Kakariko Shop': ShopData(0x011F, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
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'Cave Shop (Lake Hylia)': ShopData(0x0112, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
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'Potion Shop': ShopData(0x0109, ShopType.Shop, 0xA0, True, True,
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[('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)]),
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'Capacity Upgrade': ShopData(0x0115, ShopType.UpgradeShop, 0x04, True, True,
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[('Bomb Upgrade (+5)', 100, 7), ('Arrow Upgrade (+5)', 100, 7)])
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}
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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 = {SHOP_ID_START + cnt: s for cnt, s in enumerate(
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[item for sublist in [["{} Slot {}".format(name, num + 1) for num in range(3)] for name in shop_table] for item in
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