convert potion_shop_shuffle into 'w' shop_shuffle flag
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@ -135,7 +135,6 @@ class World(object):
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set_player_attr('triforce_pieces_required', 20)
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set_player_attr('shop_shuffle', 'off')
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set_player_attr('shop_shuffle_slots', 0)
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set_player_attr('potion_shop_shuffle', '')
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set_player_attr('shuffle_prizes', "g")
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set_player_attr('sprite_pool', [])
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set_player_attr('dark_room_logic', "lamp")
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@ -1339,7 +1338,6 @@ class Spoiler(object):
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'triforce_pieces_required': self.world.triforce_pieces_required,
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'shop_shuffle': self.world.shop_shuffle,
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'shop_shuffle_slots': self.world.shop_shuffle_slots,
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'potion_shop_shuffle': self.world.potion_shop_shuffle,
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'shuffle_prizes': self.world.shuffle_prizes,
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'sprite_pool': self.world.sprite_pool,
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'restrict_dungeon_item_on_boss': self.world.restrict_dungeon_item_on_boss
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@ -337,10 +337,6 @@ def parse_arguments(argv, no_defaults=False):
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help='''
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Maximum amount of shop slots able to be filled by items from the item pool.
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''')
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parser.add_argument('--potion_shop_shuffle', default=defval(''), choices=['', 'a'], help='''\
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Determine if potion shop shuffle items should be affected by the rules of shop shuffle.
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Value `none` will only allow prices to be shuffled, `a` will allow any items to be shuffled.
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''')
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parser.add_argument('--shuffle_prizes', default=defval('g'), choices=['', 'g', 'b', 'gb'])
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parser.add_argument('--sprite_pool', help='''\
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Specifies a colon separated list of sprites used for random/randomonevent. If not specified, the full sprite pool is used.''')
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@ -401,7 +397,7 @@ def parse_arguments(argv, no_defaults=False):
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'shufflebosses', 'enemy_shuffle', 'enemy_health', 'enemy_damage', 'shufflepots',
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'ow_palettes', 'uw_palettes', 'sprite', 'disablemusic', 'quickswap', 'fastmenu', 'heartcolor',
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'heartbeep', "skip_progression_balancing", "triforce_pieces_available",
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"triforce_pieces_required", "shop_shuffle", "shop_shuffle_slots", "potion_shop_shuffle",
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"triforce_pieces_required", "shop_shuffle", "shop_shuffle_slots",
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"required_medallions",
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"plando_items", "plando_texts", "plando_connections",
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'remote_items', 'progressive', 'dungeon_counters', 'glitch_boots', 'killable_thieves',
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@ -481,15 +481,14 @@ def shuffle_shops(world, items, player: int):
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shops = []
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upgrade_shops = []
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total_inventory = []
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potion_option = world.potion_shop_shuffle[player]
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for shop in world.shops:
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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:
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if shop.region.name == 'Potion Shop' and not potion_option:
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upgrade_shops.append(
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shop) # just put it with the upgrade shops/caves so we don't shuffle the items, just prices
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if shop.region.name == 'Potion Shop' and not 'w' in option:
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# don't modify potion shop
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pass
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else:
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shops.append(shop)
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total_inventory.extend(shop.inventory)
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1
Main.py
1
Main.py
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@ -84,7 +84,6 @@ def main(args, seed=None):
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world.triforce_pieces_required = args.triforce_pieces_required.copy()
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world.shop_shuffle = args.shop_shuffle.copy()
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world.shop_shuffle_slots = args.shop_shuffle_slots.copy()
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world.potion_shop_shuffle = args.potion_shop_shuffle.copy()
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world.progression_balancing = {player: not balance for player, balance in args.skip_progression_balancing.items()}
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world.shuffle_prizes = args.shuffle_prizes.copy()
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world.sprite_pool = args.sprite_pool.copy()
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@ -411,10 +411,6 @@ def roll_settings(weights, plando_options: typing.Set[str] = frozenset(("bosses"
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if not ret.shop_shuffle:
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ret.shop_shuffle = ''
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ret.potion_shop_shuffle = get_choice('potion_shop_shuffle', weights, '')
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if not ret.potion_shop_shuffle:
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ret.potion_shop_shuffle = ''
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ret.mode = get_choice('world_state', weights, None) # legacy support
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if ret.mode == 'retro':
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ret.mode = 'open'
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29
Regions.py
29
Regions.py
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@ -370,7 +370,6 @@ def create_shops(world, player: int):
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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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potion_option = world.potion_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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@ -385,21 +384,19 @@ def create_shops(world, player: int):
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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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typ, shop_id, keeper, custom, locked, items = shop
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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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new_items = new_basic_shop
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elif items == _dark_world_shop_defaults:
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new_items = new_dark_shop
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if name == 'Capacity Upgrade':
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continue
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if name == 'Potion Shop':
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if 'b' in potion_option:
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new_items = world.random.sample(shop_generation_types['potion_discount'] + shop_generation_types['bottle'], k=3)
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elif 'a' not in potion_option:
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new_items = items
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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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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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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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new_items = new_basic_shop
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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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@ -411,7 +408,7 @@ def create_shops(world, player: int):
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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 'a' not in potion_option:
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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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@ -227,6 +227,7 @@ shop_shuffle:
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i: 0 # Shuffle default inventories of the shops around
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p: 0 # Randomize the prices of the items in shop inventories
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u: 0 # Shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld)
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w: 0 # Consider witch's hut like any other shop and shuffle/randomize it too
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ip: 0 # Shuffle inventories and randomize prices
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fpu: 0 # Generate new inventories, randomize prices and shuffle capacity upgrades into item pool
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uip: 0 # Shuffle inventories, randomize prices and shuffle capacity upgrades into the item pool
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