Refactor some shop code
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@ -1056,38 +1056,39 @@ class ShopType(Enum):
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TakeAny = 1
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UpgradeShop = 2
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class Shop(object):
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slots = 3
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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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type = ShopType.Shop
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def __init__(self, region, room_id, type, shopkeeper_config, custom, locked: bool):
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def __init__(self, region: 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.type = type
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self.inventory: List[Union[None, dict]] = [None, None, None]
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self.inventory: List[Union[None, 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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@property
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def item_count(self):
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return (3 if self.inventory[2] else
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2 if self.inventory[1] else
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1 if self.inventory[0] else
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0)
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def item_count(self) -> int:
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for x in range(self.slots - 1, -1, -1): # last x is 0
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if self.inventory[x]:
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return x + 1
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return 0
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def get_bytes(self):
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def get_bytes(self) -> List[int]:
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# [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index]
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entrances = self.region.entrances
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config = self.item_count
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if len(entrances) == 1 and entrances[0].name in door_addresses:
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door_id = door_addresses[entrances[0].name][0]+1
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door_id = door_addresses[entrances[0].name][0] + 1
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else:
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door_id = 0
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config |= 0x40 # ignore door id
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config |= 0x40 # ignore door id
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if self.type == ShopType.TakeAny:
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config |= 0x80
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if self.type == ShopType.UpgradeShop:
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config |= 0x10 # Alt. VRAM
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elif self.type == ShopType.UpgradeShop:
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config |= 0x10 # Alt. VRAM
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return [0x00]+int16_as_bytes(self.room_id)+[door_id, 0x00, config, self.shopkeeper_config, 0x00]
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def has_unlimited(self, item: str) -> bool:
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@ -1111,7 +1112,7 @@ class Shop(object):
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return False
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def clear_inventory(self):
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self.inventory = [None, None, None]
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self.inventory = [None] * self.slots
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def add_inventory(self, slot: int, item: str, price: int, max: int = 0,
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replacement: Optional[str] = None, replacement_price: int = 0, create_location: bool = False):
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@ -1137,8 +1138,21 @@ class Shop(object):
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'create_location': self.inventory[slot]["create_location"]
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}
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class TakeAny(Shop):
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type = ShopType.TakeAny
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class UpgradeShop(Shop):
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type = ShopType.UpgradeShop
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# Potions break due to VRAM flags set in UpgradeShop.
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# Didn't check for more things breaking as not much else can be shuffled here currently
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blacklist = item_name_groups["Potions"]
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class Spoiler(object):
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world: World
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def __init__(self, world):
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self.world = world
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self.hashes = {}
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30
ItemPool.py
30
ItemPool.py
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@ -1,7 +1,7 @@
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from collections import namedtuple
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import logging
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from BaseClasses import Region, RegionType, Shop, ShopType, Location
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from BaseClasses import Region, RegionType, ShopType, Location, TakeAny
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from Bosses import place_bosses
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from Dungeons import get_dungeon_item_pool
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from EntranceShuffle import connect_entrance
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@ -350,27 +350,31 @@ def shuffle_shops(world, items, player: int):
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if 'p' in option or 'i' in option:
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shops = []
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upgrade_shops = []
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total_inventory = []
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for shop in world.shops:
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if shop.type == ShopType.Shop and shop.region.player == player and shop.region.name != 'Potion Shop':
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shops.append(shop)
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total_inventory.extend(shop.inventory)
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if shop.region.player == player:
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if shop.type == ShopType.UpgradeShop:
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upgrade_shops.append(shop)
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elif shop.type == ShopType.Shop and shop.region.name != 'Potion Shop':
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shops.append(shop)
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total_inventory.extend(shop.inventory)
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if 'p' in option:
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def price_adjust(price: int) -> int:
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# it is important that a base price of 0 always returns 0 as new price!
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return int(price * (0.5 + world.random.random() * 2))
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for item in total_inventory:
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def adjust_item(item):
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if item:
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item["price"] = price_adjust(item["price"])
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item['replacement_price'] = price_adjust(item["price"])
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for shop in world.shops:
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if shop.type == ShopType.UpgradeShop and shop.region.player == player:
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for item in shop.inventory:
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if item:
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item['price'] = price_adjust(item["price"])
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item['replacement_price'] = price_adjust(item["price"])
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for item in total_inventory:
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adjust_item(item)
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for shop in upgrade_shops:
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for item in shop.inventory:
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adjust_item(item)
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if 'i' in option:
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world.random.shuffle(total_inventory)
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@ -405,7 +409,7 @@ def set_up_take_anys(world, player):
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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 = Shop(old_man_take_any, 0x0112, ShopType.TakeAny, 0xE2, True, True)
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old_man_take_any.shop = TakeAny(old_man_take_any, 0x0112, 0xE2, True, True)
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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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@ -427,7 +431,7 @@ def set_up_take_anys(world, player):
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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 = Shop(take_any, room_id, ShopType.TakeAny, 0xE3, True, True)
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take_any.shop = TakeAny(take_any, room_id, 0xE3, True, True)
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world.shops.append(take_any.shop)
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take_any.shop.add_inventory(0, 'Blue Potion', 0, 0)
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take_any.shop.add_inventory(1, 'Boss Heart Container', 0, 0)
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3
Main.py
3
Main.py
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@ -425,7 +425,8 @@ def copy_dynamic_regions_and_locations(world, ret):
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# Note: ideally exits should be copied here, but the current use case (Take anys) do not require this
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if region.shop:
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new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.type, region.shop.shopkeeper_config, region.shop.custom, region.shop.locked)
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new_reg.shop = region.shop.__class__(new_reg, region.shop.room_id, region.shop.shopkeeper_config,
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region.shop.custom, region.shop.locked)
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ret.shops.append(new_reg.shop)
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for location in world.dynamic_locations:
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@ -1,6 +1,6 @@
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import collections
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from BaseClasses import Region, Location, Entrance, RegionType, Shop, ShopType
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from BaseClasses import Region, Location, Entrance, RegionType, Shop, TakeAny, UpgradeShop, ShopType
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def create_regions(world, player):
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@ -365,12 +365,15 @@ def mark_light_world_regions(world, player: int):
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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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for region_name, (room_id, type, shopkeeper, custom, locked, inventory) in 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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region = world.get_region(region_name, player)
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shop = Shop(region, room_id, type, shopkeeper, custom, locked)
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shop = cls_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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