Shops: limit "funny_prices" to logic free choices
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@ -1056,17 +1056,18 @@ class Spoiler():
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listed_locations.update(other_locations)
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self.shops = []
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from worlds.alttp.Shops import ShopType
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from worlds.alttp.Shops import ShopType, price_type_display_name
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for shop in self.world.shops:
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if not shop.custom:
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continue
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shopdata = {'location': str(shop.region),
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'type': 'Take Any' if shop.type == ShopType.TakeAny else 'Shop'
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}
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shopdata = {
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'location': str(shop.region),
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'type': 'Take Any' if shop.type == ShopType.TakeAny else 'Shop'
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}
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for index, item in enumerate(shop.inventory):
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if item is None:
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continue
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shopdata['item_{}'.format(index)] = "{} — {}".format(item['item'], item['price']) if item['price'] else item['item']
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shopdata['item_{}'.format(index)] = f"{item['item']} — {item['price']} {price_type_display_name[item['price_type']]}"
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if item['player'] > 0:
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shopdata['item_{}'.format(index)] = shopdata['item_{}'.format(index)].replace('—', '(Player {}) — '.format(item['player']))
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2
Utils.py
2
Utils.py
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@ -13,7 +13,7 @@ class Version(typing.NamedTuple):
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build: int
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__version__ = "0.1.7"
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__version__ = "0.1.8"
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version_tuple = tuplize_version(__version__)
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import builtins
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@ -1709,9 +1709,10 @@ def write_custom_shops(rom, world, player):
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# [id][item][price-low][price-high][max][repl_id][repl_price-low][repl_price-high][player]
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for index, item in enumerate(shop.inventory):
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slot = 0 if shop.type == ShopType.TakeAny else index
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if item is None:
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break
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price_data = int16_as_bytes(0x8000 | 0x100 * (item["price_type"] - 1) | item['price'])
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slot = 0 if shop.type == ShopType.TakeAny else index
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if not item['item'] in item_table: # item not native to ALTTP
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item_code = get_nonnative_item_sprite(item['item'])
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else:
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@ -1719,7 +1720,7 @@ def write_custom_shops(rom, world, player):
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if item['item'] == 'Single Arrow' and item['player'] == 0 and world.retro[player]:
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rom.write_byte(0x186500 + shop.sram_offset + slot, arrow_mask)
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item_data = [shop_id, item_code] + int16_as_bytes(item['price']) + \
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item_data = [shop_id, item_code] + price_data + \
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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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@ -1,5 +1,5 @@
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from __future__ import annotations
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from enum import unique, Enum
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from enum import unique, IntEnum
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from typing import List, Optional, Set, NamedTuple, Dict
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import logging
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@ -13,13 +13,14 @@ logger = logging.getLogger("Shops")
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@unique
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class ShopType(Enum):
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class ShopType(IntEnum):
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Shop = 0
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TakeAny = 1
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UpgradeShop = 2
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@unique
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class ShopPriceType(Enum):
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class ShopPriceType(IntEnum):
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Rupees = 0
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Hearts = 1
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Magic = 2
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@ -32,6 +33,7 @@ class ShopPriceType(Enum):
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Potion = 9
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Item = 10
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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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@ -112,7 +114,8 @@ class Shop():
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'player': player
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}
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def push_inventory(self, slot: int, item: str, price: int, max: int = 1, player: int = 0, price_type: int = ShopPriceType.Rupees):
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def push_inventory(self, slot: int, item: str, price: int, max: int = 1, player: int = 0,
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price_type: int = ShopPriceType.Rupees):
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if not self.inventory[slot]:
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raise ValueError("Inventory can't be pushed back if it doesn't exist")
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@ -185,7 +188,8 @@ def ShopSlotFill(world):
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blacklist_word in item_name for blacklist_word in blacklist_words)}
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blacklist_words.add("Bee")
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locations_per_sphere = list(sorted(sphere, key=lambda location: location.name) for sphere in world.get_spheres())
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locations_per_sphere = list(
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sorted(sphere, key=lambda location: location.name) for sphere in world.get_spheres())
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# currently special care needs to be taken so that Shop.region.locations.item is identical to Shop.inventory
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# Potentially create Locations as needed and make inventory the only source, to prevent divergence
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@ -241,7 +245,8 @@ def ShopSlotFill(world):
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item_name = location.item.name
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if location.item.game != "A Link to the Past":
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price = world.random.randrange(1, 28)
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elif any(x in item_name for x in ['Compass', 'Map', 'Single Bomb', 'Single Arrow', 'Piece of Heart']):
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elif any(x in item_name for x in
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['Compass', 'Map', 'Single Bomb', 'Single Arrow', 'Piece of Heart']):
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price = world.random.randrange(1, 7)
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elif any(x in item_name for x in ['Arrow', 'Bomb', 'Clock']):
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price = world.random.randrange(2, 14)
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@ -269,7 +274,9 @@ def create_shops(world, player: int):
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world.random.shuffle(single_purchase_slots)
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if 'g' in option or 'f' in option:
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default_shop_table = [i for l in [shop_generation_types[x] for x in ['arrows', 'bombs', 'potions', 'shields', 'bottle'] if not world.retro[player] or x != 'arrows'] for i in l]
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default_shop_table = [i for l in
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[shop_generation_types[x] for x in ['arrows', 'bombs', 'potions', 'shields', 'bottle'] if
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not world.retro[player] or x != 'arrows'] for i in l]
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new_basic_shop = world.random.sample(default_shop_table, k=3)
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new_dark_shop = world.random.sample(default_shop_table, k=3)
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for name, shop in player_shop_table.items():
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@ -287,7 +294,8 @@ def create_shops(world, player: int):
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# make sure that blue potion is available in inverted, special case locked = None; lock when done.
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player_shop_table["Dark Lake Hylia Shop"] = \
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player_shop_table["Dark Lake Hylia Shop"]._replace(items=_inverted_hylia_shop_defaults, locked=None)
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chance_100 = int(world.retro[player])*0.25+int(world.smallkey_shuffle[player] == smallkey_shuffle.option_universal) * 0.5
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chance_100 = int(world.retro[player]) * 0.25 + int(
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world.smallkey_shuffle[player] == smallkey_shuffle.option_universal) * 0.5
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for region_name, (room_id, type, shopkeeper, custom, locked, inventory, sram_offset) in player_shop_table.items():
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region = world.get_region(region_name, player)
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shop: Shop = shop_class_mapping[type](region, room_id, shopkeeper, custom, locked, sram_offset)
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@ -359,7 +367,8 @@ total_dynamic_shop_slots = sum(3 for shopname, data in shop_table.items() if not
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SHOP_ID_START = 0x400000
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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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(f"{name} {Shop.slot_names[num]}" for name, shop_data in
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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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@ -386,7 +395,8 @@ def set_up_shops(world, player: int):
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if world.retro[player]:
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rss = world.get_region('Red Shield Shop', player).shop
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replacement_items = [['Red Potion', 150], ['Green Potion', 75], ['Blue Potion', 200], ['Bombs (10)', 50],
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['Blue Shield', 50], ['Small Heart', 10]] # Can't just replace the single arrow with 10 arrows as retro doesn't need them.
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['Blue Shield', 50], ['Small Heart',
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10]] # Can't just replace the single arrow with 10 arrows as retro doesn't need them.
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if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
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replacement_items.append(['Small Key (Universal)', 100])
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replacement_item = world.random.choice(replacement_items)
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@ -407,7 +417,6 @@ def set_up_shops(world, player: int):
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shop.push_inventory(next(slots), 'Single Arrow', 80)
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def shuffle_shops(world, items, player: int):
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option = world.shop_shuffle[player]
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if 'u' in option:
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@ -437,7 +446,8 @@ def shuffle_shops(world, items, player: int):
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if not new_items:
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break
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else:
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logging.warning(f"Not all upgrades put into Player{player}' item pool. Putting remaining items in Capacity Upgrade shop instead.")
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logging.warning(
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f"Not all upgrades put into Player{player}' item pool. Putting remaining items in Capacity Upgrade shop instead.")
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bombupgrades = sum(1 for item in new_items if 'Bomb Upgrade' in item)
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arrowupgrades = sum(1 for item in new_items if 'Arrow Upgrade' in item)
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if bombupgrades:
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@ -478,7 +488,6 @@ def shuffle_shops(world, items, player: int):
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adjust_item(item)
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if 'P' in option:
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print('Making funny prices.')
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for item in total_inventory:
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price_to_funny_price(item, world, player)
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for shop in upgrade_shops:
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@ -494,6 +503,7 @@ def shuffle_shops(world, items, player: int):
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shop.inventory = total_inventory[i:i + slots]
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i += slots
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price_blacklist = {
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ShopPriceType.Rupees: {'Rupees'},
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ShopPriceType.Hearts: {'Small Heart', 'Apple'},
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@ -501,37 +511,52 @@ price_blacklist = {
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ShopPriceType.Bombs: {'Bombs', 'Single Bomb'},
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ShopPriceType.Arrows: {'Arrows', 'Single Arrow'},
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ShopPriceType.HeartContainer: {},
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ShopPriceType.BombUpgrade: {},
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ShopPriceType.ArrowUpgrade: {},
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ShopPriceType.Keys: {},
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ShopPriceType.BombUpgrade: {"Bomb Upgrade"},
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ShopPriceType.ArrowUpgrade: {"Arrow Upgrade"},
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ShopPriceType.Keys: {"Small Key"},
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ShopPriceType.Potion: {},
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# ShopPriceType.Item: {}
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}
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price_chart = {
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ShopPriceType.Rupees: lambda p: p,
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ShopPriceType.Hearts: lambda p: min(1, p//5)*4,
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ShopPriceType.Magic: lambda p: min(8, p//5)*4,
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ShopPriceType.Bombs: lambda p: min(10, p//5),
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ShopPriceType.Arrows: lambda p: min(30, p//5),
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ShopPriceType.Hearts: lambda p: min(1, p // 5) * 4,
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ShopPriceType.Magic: lambda p: min(8, p // 5) * 4,
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ShopPriceType.Bombs: lambda p: min(10, p // 5),
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ShopPriceType.Arrows: lambda p: min(30, p // 5),
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ShopPriceType.HeartContainer: lambda p: 0x8,
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ShopPriceType.BombUpgrade: lambda p: 0x1,
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ShopPriceType.ArrowUpgrade: lambda p: 0x1,
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ShopPriceType.Keys: lambda p: min(3, (p//100)+1),
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ShopPriceType.Potion: lambda p: (p//5)%5,
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# ShopPriceType.Item: lambda p: 0,
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ShopPriceType.Keys: lambda p: min(3, (p // 100) + 1),
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ShopPriceType.Potion: lambda p: (p // 5) % 5,
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}
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def price_to_funny_price(item, world, player):
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if item is None:
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return
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my_price_types = [x for x in price_blacklist]
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my_choices = world.random.sample(my_price_types, len(my_price_types))
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for p in my_choices:
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if p in [ShopPriceType.Rupees, ShopPriceType.BombUpgrade, ShopPriceType.ArrowUpgrade] or (p in [ShopPriceType.Keys] and world.smallkey_shuffle[player] == smallkey_shuffle.option_universal):
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return
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if any(x in item['item'] for x in price_blacklist[p]):
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continue
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else:
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item['price'] = 0x8000 | 0x100*(p.value-1) | price_chart[p](item['price'])
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break
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price_type_display_name = {
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ShopPriceType.Rupees: "Rupees",
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ShopPriceType.Hearts: "Hearts",
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ShopPriceType.Bombs: "Bombs",
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ShopPriceType.Arrows: "Arrows",
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}
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# prices with no? logic requirements
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simple_price_types = [
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ShopPriceType.Rupees,
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ShopPriceType.Hearts,
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ShopPriceType.Bombs,
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ShopPriceType.Arrows,
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]
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def price_to_funny_price(item: dict, world, player: int):
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if item:
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my_price_types = simple_price_types.copy()
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world.random.shuffle(my_price_types)
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for p in my_price_types:
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if p in [ShopPriceType.Rupees, ShopPriceType.BombUpgrade, ShopPriceType.ArrowUpgrade] or (
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p in [ShopPriceType.Keys] and world.smallkey_shuffle[player] == smallkey_shuffle.option_universal):
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return
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if any(x in item['item'] for x in price_blacklist[p]):
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continue
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else:
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item['price'] = price_chart[p](item['price'])
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item['price_type'] = p
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break
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