LTTP: Shop and Arrow fixes (#4067)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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@ -119,7 +119,9 @@ def KholdstareDefeatRule(state, player: int) -> bool:
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def VitreousDefeatRule(state, player: int) -> bool:
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return can_shoot_arrows(state, player) or has_melee_weapon(state, player)
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return ((can_shoot_arrows(state, player) and can_use_bombs(state, player, 10))
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or can_shoot_arrows(state, player, 35) or state.has("Silver Bow", player)
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or has_melee_weapon(state, player))
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def TrinexxDefeatRule(state, player: int) -> bool:
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@ -484,8 +484,7 @@ def generate_itempool(world):
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if multiworld.randomize_cost_types[player]:
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# Heart and Arrow costs require all Heart Container/Pieces and Arrow Upgrades to be advancement items for logic
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for item in items:
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if (item.name in ("Boss Heart Container", "Sanctuary Heart Container", "Piece of Heart")
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or "Arrow Upgrade" in item.name):
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if item.name in ("Boss Heart Container", "Sanctuary Heart Container", "Piece of Heart"):
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item.classification = ItemClassification.progression
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else:
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# Otherwise, logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
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@ -713,7 +712,7 @@ def get_pool_core(world, player: int):
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pool.remove("Rupees (20)")
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if retro_bow:
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replace = {'Single Arrow', 'Arrows (10)', 'Arrow Upgrade (+5)', 'Arrow Upgrade (+10)', 'Arrow Upgrade (50)'}
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replace = {'Single Arrow', 'Arrows (10)', 'Arrow Upgrade (+5)', 'Arrow Upgrade (+10)', 'Arrow Upgrade (70)'}
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pool = ['Rupees (5)' if item in replace else item for item in pool]
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if world.small_key_shuffle[player] == small_key_shuffle.option_universal:
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pool.extend(diff.universal_keys)
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@ -110,9 +110,9 @@ item_table = {'Bow': ItemData(IC.progression, None, 0x0B, 'You have\nchosen the\
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'Crystal 7': ItemData(IC.progression, 'Crystal', (0x08, 0x34, 0x64, 0x40, 0x7C, 0x06), None, None, None, None, None, None, "a blue crystal"),
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'Single Arrow': ItemData(IC.filler, None, 0x43, 'a lonely arrow\nsits here.', 'and the arrow', 'stick-collecting kid', 'sewing needle for sale', 'fungus for arrow', 'archer boy sews again', 'an arrow'),
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'Arrows (10)': ItemData(IC.filler, None, 0x44, 'This will give\nyou ten shots\nwith your bow!', 'and the arrow pack','stick-collecting kid', 'sewing kit for sale', 'fungus for arrows', 'archer boy sews again','ten arrows'),
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'Arrow Upgrade (+10)': ItemData(IC.useful, None, 0x54, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
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'Arrow Upgrade (+5)': ItemData(IC.useful, None, 0x53, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
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'Arrow Upgrade (70)': ItemData(IC.useful, None, 0x4D, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
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'Arrow Upgrade (+10)': ItemData(IC.progression_skip_balancing, None, 0x54, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
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'Arrow Upgrade (+5)': ItemData(IC.progression_skip_balancing, None, 0x53, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
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'Arrow Upgrade (70)': ItemData(IC.progression_skip_balancing, None, 0x4D, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
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'Single Bomb': ItemData(IC.filler, None, 0x27, 'I make things\ngo BOOM! But\njust once.', 'and the explosion', 'the bomb-holding kid', 'firecracker for sale', 'blend fungus into bomb', '\'splosion boy explodes again', 'a bomb'),
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'Bombs (3)': ItemData(IC.filler, None, 0x28, 'I make things\ngo triple\nBOOM!!!', 'and the explosions', 'the bomb-holding kid', 'firecrackers for sale', 'blend fungus into bombs', '\'splosion boy explodes again', 'three bombs'),
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'Bombs (10)': ItemData(IC.filler, None, 0x31, 'I make things\ngo BOOM! Ten\ntimes!', 'and the explosions', 'the bomb-holding kid', 'firecrackers for sale', 'blend fungus into bombs', '\'splosion boy explodes again', 'ten bombs'),
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@ -170,7 +170,8 @@ def push_shop_inventories(multiworld):
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# Retro Bow arrows will already have been pushed
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if (not multiworld.retro_bow[location.player]) or ((item_name, location.item.player)
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!= ("Single Arrow", location.player)):
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location.shop.push_inventory(location.shop_slot, item_name, location.shop_price,
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location.shop.push_inventory(location.shop_slot, item_name,
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round(location.shop_price * get_price_modifier(location.item)),
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1, location.item.player if location.item.player != location.player else 0,
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location.shop_price_type)
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location.shop_price = location.shop.inventory[location.shop_slot]["price"] = min(location.shop_price,
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@ -15,18 +15,18 @@ def can_bomb_clip(state: CollectionState, region: LTTPRegion, player: int) -> bo
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def can_buy_unlimited(state: CollectionState, item: str, player: int) -> bool:
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return any(shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(state) for
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shop in state.multiworld.shops)
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shop in state.multiworld.shops)
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def can_buy(state: CollectionState, item: str, player: int) -> bool:
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return any(shop.region.player == player and shop.has(item) and shop.region.can_reach(state) for
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shop in state.multiworld.shops)
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shop in state.multiworld.shops)
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def can_shoot_arrows(state: CollectionState, player: int) -> bool:
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def can_shoot_arrows(state: CollectionState, player: int, count: int = 0) -> bool:
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if state.multiworld.retro_bow[player]:
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return (state.has('Bow', player) or state.has('Silver Bow', player)) and can_buy(state, 'Single Arrow', player)
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return state.has('Bow', player) or state.has('Silver Bow', player)
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return (state.has('Bow', player) or state.has('Silver Bow', player)) and can_hold_arrows(state, player, count)
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def has_triforce_pieces(state: CollectionState, player: int) -> bool:
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@ -61,13 +61,13 @@ def heart_count(state: CollectionState, player: int) -> int:
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# Warning: This only considers items that are marked as advancement items
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diff = state.multiworld.worlds[player].difficulty_requirements
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return min(state.count('Boss Heart Container', player), diff.boss_heart_container_limit) \
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+ state.count('Sanctuary Heart Container', player) \
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+ state.count('Sanctuary Heart Container', player) \
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+ min(state.count('Piece of Heart', player), diff.heart_piece_limit) // 4 \
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+ 3 # starting hearts
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+ 3 # starting hearts
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def can_extend_magic(state: CollectionState, player: int, smallmagic: int = 16,
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fullrefill: bool = False): # This reflects the total magic Link has, not the total extra he has.
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fullrefill: bool = False): # This reflects the total magic Link has, not the total extra he has.
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basemagic = 8
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if state.has('Magic Upgrade (1/4)', player):
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basemagic = 32
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@ -84,11 +84,18 @@ def can_extend_magic(state: CollectionState, player: int, smallmagic: int = 16,
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def can_hold_arrows(state: CollectionState, player: int, quantity: int):
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arrows = 30 + ((state.count("Arrow Upgrade (+5)", player) * 5) + (state.count("Arrow Upgrade (+10)", player) * 10)
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+ (state.count("Bomb Upgrade (50)", player) * 50))
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# Arrow Upgrade (+5) beyond the 6th gives +10
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arrows += max(0, ((state.count("Arrow Upgrade (+5)", player) - 6) * 10))
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return min(70, arrows) >= quantity
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if state.multiworld.worlds[player].options.shuffle_capacity_upgrades:
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if quantity == 0:
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return True
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if state.has("Arrow Upgrade (70)", player):
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arrows = 70
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else:
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arrows = (30 + (state.count("Arrow Upgrade (+5)", player) * 5)
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+ (state.count("Arrow Upgrade (+10)", player) * 10))
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# Arrow Upgrade (+5) beyond the 6th gives +10
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arrows += max(0, ((state.count("Arrow Upgrade (+5)", player) - 6) * 10))
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return min(70, arrows) >= quantity
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return quantity <= 30 or state.has("Capacity Upgrade Shop", player)
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def can_use_bombs(state: CollectionState, player: int, quantity: int = 1) -> bool:
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@ -146,19 +153,19 @@ def can_get_good_bee(state: CollectionState, player: int) -> bool:
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def can_retrieve_tablet(state: CollectionState, player: int) -> bool:
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return state.has('Book of Mudora', player) and (has_beam_sword(state, player) or
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(state.multiworld.swordless[player] and
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state.has("Hammer", player)))
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state.has("Hammer", player)))
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def has_sword(state: CollectionState, player: int) -> bool:
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return state.has('Fighter Sword', player) \
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or state.has('Master Sword', player) \
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or state.has('Tempered Sword', player) \
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or state.has('Golden Sword', player)
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or state.has('Master Sword', player) \
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or state.has('Tempered Sword', player) \
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or state.has('Golden Sword', player)
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def has_beam_sword(state: CollectionState, player: int) -> bool:
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return state.has('Master Sword', player) or state.has('Tempered Sword', player) or state.has('Golden Sword',
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player)
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player)
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def has_melee_weapon(state: CollectionState, player: int) -> bool:
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@ -171,9 +178,9 @@ def has_fire_source(state: CollectionState, player: int) -> bool:
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def can_melt_things(state: CollectionState, player: int) -> bool:
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return state.has('Fire Rod', player) or \
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(state.has('Bombos', player) and
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(state.multiworld.swordless[player] or
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has_sword(state, player)))
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(state.has('Bombos', player) and
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(state.multiworld.swordless[player] or
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has_sword(state, player)))
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def has_misery_mire_medallion(state: CollectionState, player: int) -> bool:
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@ -77,5 +77,5 @@ class TestMiseryMire(TestDungeon):
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["Misery Mire - Boss", False, [], ['Bomb Upgrade (+5)', 'Bomb Upgrade (+10)', 'Bomb Upgrade (50)']],
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["Misery Mire - Boss", True, ['Bomb Upgrade (+5)', 'Big Key (Misery Mire)', 'Lamp', 'Cane of Somaria', 'Progressive Sword', 'Pegasus Boots']],
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["Misery Mire - Boss", True, ['Bomb Upgrade (+5)', 'Big Key (Misery Mire)', 'Lamp', 'Cane of Somaria', 'Hammer', 'Pegasus Boots']],
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["Misery Mire - Boss", True, ['Bomb Upgrade (+5)', 'Big Key (Misery Mire)', 'Lamp', 'Cane of Somaria', 'Progressive Bow', 'Pegasus Boots']],
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["Misery Mire - Boss", True, ['Bomb Upgrade (+5)', 'Big Key (Misery Mire)', 'Lamp', 'Cane of Somaria', 'Progressive Bow', 'Arrow Upgrade (+5)', 'Pegasus Boots']],
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])
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