Fixes to barter pricing min/max, future key logic, spoiler log

This commit is contained in:
pepperpow 2021-09-12 16:09:13 -05:00 committed by Fabian Dill
parent 4d68000692
commit 8cc045f370
3 changed files with 48 additions and 17 deletions

View File

@ -1056,7 +1056,7 @@ class Spoiler():
listed_locations.update(other_locations)
self.shops = []
from worlds.alttp.Shops import ShopType, price_type_display_name
from worlds.alttp.Shops import ShopType, price_type_display_name, price_rate_display
for shop in self.world.shops:
if not shop.custom:
continue
@ -1067,7 +1067,8 @@ class Spoiler():
for index, item in enumerate(shop.inventory):
if item is None:
continue
shopdata['item_{}'.format(index)] = f"{item['item']}{item['price']} {price_type_display_name[item['price_type']]}"
my_price = item['price'] // price_rate_display.get(item['price_type'], 1)
shopdata['item_{}'.format(index)] = f"{item['item']}{my_price} {price_type_display_name[item['price_type']]}"
if item['player'] > 0:
shopdata['item_{}'.format(index)] = shopdata['item_{}'.format(index)].replace('', '(Player {}) — '.format(item['player']))

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@ -22,7 +22,7 @@ from typing import Optional
from BaseClasses import CollectionState, Region
from worlds.alttp.SubClasses import ALttPLocation
from worlds.alttp.Shops import ShopType
from worlds.alttp.Shops import ShopType, ShopPriceType
from worlds.alttp.Dungeons import dungeon_music_addresses
from worlds.alttp.Regions import location_table, old_location_address_to_new_location_address
from worlds.alttp.Text import MultiByteTextMapper, text_addresses, Credits, TextTable
@ -1711,7 +1711,13 @@ def write_custom_shops(rom, world, player):
for index, item in enumerate(shop.inventory):
if item is None:
break
if item['price_type'] != ShopPriceType.Rupees:
# Set special price flag 0x8000
# Then set the type of price we're setting 0x7F00 (this starts from Hearts, not Rupees, subtract 1)
# Then append the price/index into the second byte 0x00FF
price_data = int16_as_bytes(0x8000 | 0x100 * (item["price_type"] - 1) | item['price'])
else:
price_data = int16_as_bytes(item['price'])
slot = 0 if shop.type == ShopType.TakeAny else index
if not item['item'] in item_table: # item not native to ALTTP
item_code = get_nonnative_item_sprite(item['item'])

View File

@ -458,7 +458,7 @@ def shuffle_shops(world, items, player: int):
for item in new_items:
world.push_precollected(ItemFactory(item, player))
if 'p' in option or 'i' in option:
if any(setting in option for setting in 'ipP'):
shops = []
upgrade_shops = []
total_inventory = []
@ -490,9 +490,12 @@ def shuffle_shops(world, items, player: int):
if 'P' in option:
for item in total_inventory:
price_to_funny_price(item, world, player)
# Don't apply to upgrade shops
# Upgrade shop is only one place, and will generally be too easy to
# replenish hearts and bombs
for shop in upgrade_shops:
for item in shop.inventory:
price_to_funny_price(item, world, player)
pass
if 'i' in option:
world.random.shuffle(total_inventory)
@ -519,14 +522,14 @@ price_blacklist = {
price_chart = {
ShopPriceType.Rupees: lambda p: p,
ShopPriceType.Hearts: lambda p: min(1, p // 5) * 4,
ShopPriceType.Magic: lambda p: min(8, p // 5) * 4,
ShopPriceType.Bombs: lambda p: min(10, p // 5),
ShopPriceType.Arrows: lambda p: min(30, p // 5),
ShopPriceType.Hearts: lambda p: min(5, p // 5) * 8, # Each heart is 0x8 in memory, Max of 5 hearts (20 total??)
ShopPriceType.Magic: lambda p: min(15, p // 5) * 8, # Each pip is 0x8 in memory, Max of 15 pips (16 total...)
ShopPriceType.Bombs: lambda p: max(1, min(10, p // 5)), # 10 Bombs max
ShopPriceType.Arrows: lambda p: max(1, min(30, p // 5)), # 30 Arrows Max
ShopPriceType.HeartContainer: lambda p: 0x8,
ShopPriceType.BombUpgrade: lambda p: 0x1,
ShopPriceType.ArrowUpgrade: lambda p: 0x1,
ShopPriceType.Keys: lambda p: min(3, (p // 100) + 1),
ShopPriceType.Keys: lambda p: min(3, (p // 100) + 1), # Max of 3 keys for a price
ShopPriceType.Potion: lambda p: (p // 5) % 5,
}
@ -535,6 +538,13 @@ price_type_display_name = {
ShopPriceType.Hearts: "Hearts",
ShopPriceType.Bombs: "Bombs",
ShopPriceType.Arrows: "Arrows",
ShopPriceType.Keys: "Keys",
}
# price division
price_rate_display = {
ShopPriceType.Hearts: 8,
ShopPriceType.Magic: 8,
}
# prices with no? logic requirements
@ -543,20 +553,34 @@ simple_price_types = [
ShopPriceType.Hearts,
ShopPriceType.Bombs,
ShopPriceType.Arrows,
ShopPriceType.Keys
]
def price_to_funny_price(item: dict, world, player: int):
"""
Converts a raw Rupee price into a special price type
"""
if item:
my_price_types = simple_price_types.copy()
world.random.shuffle(my_price_types)
for p in my_price_types:
if p in [ShopPriceType.Rupees, ShopPriceType.BombUpgrade, ShopPriceType.ArrowUpgrade] or (
p in [ShopPriceType.Keys] and world.smallkey_shuffle[player] == smallkey_shuffle.option_universal):
for p_type in my_price_types:
# Ignore rupee prices, logic-based prices or Keys (if we're not on universal keys)
if p_type in [ShopPriceType.Rupees, ShopPriceType.BombUpgrade, ShopPriceType.ArrowUpgrade]:
return
if any(x in item['item'] for x in price_blacklist[p]):
# If we're using keys...
# Check if we're in universal, check if our replacement isn't a Small Key
# Check if price isn't super small... (this will ideally be handled in a future table)
if p_type in [ShopPriceType.Keys]:
if world.smallkey_shuffle[player] != smallkey_shuffle.option_universal:
continue
elif item['replacement'] and 'Small Key' in item['replacement']:
continue
if item['price'] < 50:
continue
if any(x in item['item'] for x in price_blacklist[p_type]):
continue
else:
item['price'] = price_chart[p](item['price'])
item['price_type'] = p
item['price'] = min(price_chart[p_type](item['price']) , 255)
item['price_type'] = p_type
break