Shop Item Pool fill feature + multiworld player compatability
This commit is contained in:
parent
9e0ed8ab5b
commit
c8034dbb46
|
@ -131,6 +131,7 @@ class World(object):
|
||||||
set_player_attr('triforce_pieces_available', 30)
|
set_player_attr('triforce_pieces_available', 30)
|
||||||
set_player_attr('triforce_pieces_required', 20)
|
set_player_attr('triforce_pieces_required', 20)
|
||||||
set_player_attr('shop_shuffle', 'off')
|
set_player_attr('shop_shuffle', 'off')
|
||||||
|
set_player_attr('shop_shuffle_slots', 0)
|
||||||
set_player_attr('shuffle_prizes', "g")
|
set_player_attr('shuffle_prizes', "g")
|
||||||
set_player_attr('sprite_pool', [])
|
set_player_attr('sprite_pool', [])
|
||||||
set_player_attr('dark_room_logic', "lamp")
|
set_player_attr('dark_room_logic', "lamp")
|
||||||
|
@ -340,6 +341,27 @@ class World(object):
|
||||||
if collect:
|
if collect:
|
||||||
self.state.collect(item, location.event, location)
|
self.state.collect(item, location.event, location)
|
||||||
|
|
||||||
|
# TODO: Prevents fast_filling certain items. Move this to a proper filter.
|
||||||
|
if location.parent_region.shop is not None and location.name != 'Potion Shop': # includes potion shop slots but not potion shop powder
|
||||||
|
slot_num = int(location.name[-1]) - 1
|
||||||
|
my_item = location.parent_region.shop.inventory[slot_num]
|
||||||
|
if (my_item is not None and my_item['item'] == item.name) or 'Rupee' in item.name:
|
||||||
|
# this will filter items that match the item in the shop or Rupees
|
||||||
|
# really not a way for the player to know a renewable item from a world item
|
||||||
|
# bombs can be sitting on top of arrows or a potion refill, but dunno if that's a big deal
|
||||||
|
logging.debug('skipping item shop {}'.format(item.name))
|
||||||
|
else:
|
||||||
|
if my_item is None:
|
||||||
|
location.parent_region.shop.add_inventory(slot_num, 'None', 0)
|
||||||
|
my_item = location.parent_region.shop.inventory[slot_num]
|
||||||
|
else:
|
||||||
|
my_item['replacement'] = my_item['item']
|
||||||
|
my_item['replacement_price'] = my_item['price']
|
||||||
|
my_item['item'] = item.name
|
||||||
|
my_item['price'] = self.random.randrange(1, 61) * 5 # can probably replace this with a price chart
|
||||||
|
my_item['max'] = 1
|
||||||
|
my_item['player'] = item.player if item.player != location.player else 0
|
||||||
|
|
||||||
logging.debug('Placed %s at %s', item, location)
|
logging.debug('Placed %s at %s', item, location)
|
||||||
else:
|
else:
|
||||||
raise RuntimeError('Cannot assign item %s to location %s.' % (item, location))
|
raise RuntimeError('Cannot assign item %s to location %s.' % (item, location))
|
||||||
|
@ -1140,7 +1162,8 @@ class Shop():
|
||||||
'max': max,
|
'max': max,
|
||||||
'replacement': replacement,
|
'replacement': replacement,
|
||||||
'replacement_price': replacement_price,
|
'replacement_price': replacement_price,
|
||||||
'create_location': create_location
|
'create_location': create_location,
|
||||||
|
'player': 0
|
||||||
}
|
}
|
||||||
|
|
||||||
def push_inventory(self, slot: int, item: str, price: int, max: int = 1):
|
def push_inventory(self, slot: int, item: str, price: int, max: int = 1):
|
||||||
|
@ -1153,7 +1176,8 @@ class Shop():
|
||||||
'max': max,
|
'max': max,
|
||||||
'replacement': self.inventory[slot]["item"],
|
'replacement': self.inventory[slot]["item"],
|
||||||
'replacement_price': self.inventory[slot]["price"],
|
'replacement_price': self.inventory[slot]["price"],
|
||||||
'create_location': self.inventory[slot]["create_location"]
|
'create_location': self.inventory[slot]["create_location"],
|
||||||
|
'player': self.inventory[slot]["player"]
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -1239,6 +1263,10 @@ class Spoiler(object):
|
||||||
if item is None:
|
if item is None:
|
||||||
continue
|
continue
|
||||||
shopdata['item_{}'.format(index)] = "{} — {}".format(item['item'], item['price']) if item['price'] else item['item']
|
shopdata['item_{}'.format(index)] = "{} — {}".format(item['item'], item['price']) if item['price'] else item['item']
|
||||||
|
|
||||||
|
if item['player'] > 0:
|
||||||
|
shopdata['item_{}'.format(index)] = shopdata['item_{}'.format(index)].replace('—', '(Player {}) — '.format(item['player']))
|
||||||
|
|
||||||
if item['max'] == 0:
|
if item['max'] == 0:
|
||||||
continue
|
continue
|
||||||
shopdata['item_{}'.format(index)] += " x {}".format(item['max'])
|
shopdata['item_{}'.format(index)] += " x {}".format(item['max'])
|
||||||
|
@ -1312,6 +1340,7 @@ class Spoiler(object):
|
||||||
'triforce_pieces_available': self.world.triforce_pieces_available,
|
'triforce_pieces_available': self.world.triforce_pieces_available,
|
||||||
'triforce_pieces_required': self.world.triforce_pieces_required,
|
'triforce_pieces_required': self.world.triforce_pieces_required,
|
||||||
'shop_shuffle': self.world.shop_shuffle,
|
'shop_shuffle': self.world.shop_shuffle,
|
||||||
|
'shop_shuffle_slots': self.world.shop_shuffle_slots,
|
||||||
'shuffle_prizes': self.world.shuffle_prizes,
|
'shuffle_prizes': self.world.shuffle_prizes,
|
||||||
'sprite_pool': self.world.sprite_pool,
|
'sprite_pool': self.world.sprite_pool,
|
||||||
'restrict_dungeon_item_on_boss': self.world.restrict_dungeon_item_on_boss
|
'restrict_dungeon_item_on_boss': self.world.restrict_dungeon_item_on_boss
|
||||||
|
|
|
@ -330,6 +330,11 @@ def parse_arguments(argv, no_defaults=False):
|
||||||
p: randomize the prices of the items in shop inventories
|
p: randomize the prices of the items in shop inventories
|
||||||
u: shuffle capacity upgrades into the item pool
|
u: shuffle capacity upgrades into the item pool
|
||||||
''')
|
''')
|
||||||
|
parser.add_argument('--shop_shuffle_slots', default=defval(0),
|
||||||
|
type=lambda value: min(max(int(value), 1), 96),
|
||||||
|
help='''
|
||||||
|
Maximum amount of shop slots able to be filled by items from the item pool.
|
||||||
|
''')
|
||||||
parser.add_argument('--shuffle_prizes', default=defval('g'), choices=['', 'g', 'b', 'gb'])
|
parser.add_argument('--shuffle_prizes', default=defval('g'), choices=['', 'g', 'b', 'gb'])
|
||||||
parser.add_argument('--sprite_pool', help='''\
|
parser.add_argument('--sprite_pool', help='''\
|
||||||
Specifies a colon separated list of sprites used for random/randomonevent. If not specified, the full sprite pool is used.''')
|
Specifies a colon separated list of sprites used for random/randomonevent. If not specified, the full sprite pool is used.''')
|
||||||
|
@ -382,7 +387,7 @@ def parse_arguments(argv, no_defaults=False):
|
||||||
'shufflebosses', 'enemy_shuffle', 'enemy_health', 'enemy_damage', 'shufflepots',
|
'shufflebosses', 'enemy_shuffle', 'enemy_health', 'enemy_damage', 'shufflepots',
|
||||||
'ow_palettes', 'uw_palettes', 'sprite', 'disablemusic', 'quickswap', 'fastmenu', 'heartcolor',
|
'ow_palettes', 'uw_palettes', 'sprite', 'disablemusic', 'quickswap', 'fastmenu', 'heartcolor',
|
||||||
'heartbeep', "skip_progression_balancing", "triforce_pieces_available",
|
'heartbeep', "skip_progression_balancing", "triforce_pieces_available",
|
||||||
"triforce_pieces_required", "shop_shuffle",
|
"triforce_pieces_required", "shop_shuffle", "shop_shuffle_slots",
|
||||||
'remote_items', 'progressive', 'dungeon_counters', 'glitch_boots', 'killable_thieves',
|
'remote_items', 'progressive', 'dungeon_counters', 'glitch_boots', 'killable_thieves',
|
||||||
'tile_shuffle', 'bush_shuffle', 'shuffle_prizes', 'sprite_pool', 'dark_room_logic', 'restrict_dungeon_item_on_boss',
|
'tile_shuffle', 'bush_shuffle', 'shuffle_prizes', 'sprite_pool', 'dark_room_logic', 'restrict_dungeon_item_on_boss',
|
||||||
'hud_palettes', 'sword_palettes', 'shield_palettes', 'link_palettes']:
|
'hud_palettes', 'sword_palettes', 'shield_palettes', 'link_palettes']:
|
||||||
|
|
1
Main.py
1
Main.py
|
@ -83,6 +83,7 @@ def main(args, seed=None):
|
||||||
world.triforce_pieces_available = args.triforce_pieces_available.copy()
|
world.triforce_pieces_available = args.triforce_pieces_available.copy()
|
||||||
world.triforce_pieces_required = args.triforce_pieces_required.copy()
|
world.triforce_pieces_required = args.triforce_pieces_required.copy()
|
||||||
world.shop_shuffle = args.shop_shuffle.copy()
|
world.shop_shuffle = args.shop_shuffle.copy()
|
||||||
|
world.shop_shuffle_slots = args.shop_shuffle_slots.copy()
|
||||||
world.progression_balancing = {player: not balance for player, balance in args.skip_progression_balancing.items()}
|
world.progression_balancing = {player: not balance for player, balance in args.skip_progression_balancing.items()}
|
||||||
world.shuffle_prizes = args.shuffle_prizes.copy()
|
world.shuffle_prizes = args.shuffle_prizes.copy()
|
||||||
world.sprite_pool = args.sprite_pool.copy()
|
world.sprite_pool = args.sprite_pool.copy()
|
||||||
|
|
|
@ -362,6 +362,8 @@ def roll_settings(weights):
|
||||||
# change minimum to required pieces to avoid problems
|
# change minimum to required pieces to avoid problems
|
||||||
ret.triforce_pieces_available = min(max(ret.triforce_pieces_required, int(ret.triforce_pieces_available)), 90)
|
ret.triforce_pieces_available = min(max(ret.triforce_pieces_required, int(ret.triforce_pieces_available)), 90)
|
||||||
|
|
||||||
|
ret.shop_shuffle_slots = int(get_choice('shop_shuffle_slots', weights, '0'))
|
||||||
|
|
||||||
ret.shop_shuffle = get_choice('shop_shuffle', weights, '')
|
ret.shop_shuffle = get_choice('shop_shuffle', weights, '')
|
||||||
if not ret.shop_shuffle:
|
if not ret.shop_shuffle:
|
||||||
ret.shop_shuffle = ''
|
ret.shop_shuffle = ''
|
||||||
|
|
25
Regions.py
25
Regions.py
|
@ -368,7 +368,17 @@ def create_shops(world, player: int):
|
||||||
cls_mapping = {ShopType.UpgradeShop: UpgradeShop,
|
cls_mapping = {ShopType.UpgradeShop: UpgradeShop,
|
||||||
ShopType.Shop: Shop,
|
ShopType.Shop: Shop,
|
||||||
ShopType.TakeAny: TakeAny}
|
ShopType.TakeAny: TakeAny}
|
||||||
for region_name, (room_id, type, shopkeeper, custom, locked, inventory) in shop_table.items():
|
option = world.shop_shuffle[player]
|
||||||
|
my_shop_table = dict(shop_table)
|
||||||
|
|
||||||
|
num_slots = int(world.shop_shuffle_slots[player])
|
||||||
|
|
||||||
|
my_shop_slots = ([True] * num_slots + [False] * (len(shop_table) * 3))[:len(shop_table)*3 - 2]
|
||||||
|
|
||||||
|
world.random.shuffle(my_shop_slots)
|
||||||
|
|
||||||
|
from Items import ItemFactory
|
||||||
|
for region_name, (room_id, type, shopkeeper, custom, locked, inventory) in my_shop_table.items():
|
||||||
if world.mode[player] == 'inverted' and region_name == 'Dark Lake Hylia Shop':
|
if world.mode[player] == 'inverted' and region_name == 'Dark Lake Hylia Shop':
|
||||||
locked = True
|
locked = True
|
||||||
inventory = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)]
|
inventory = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)]
|
||||||
|
@ -378,6 +388,19 @@ def create_shops(world, player: int):
|
||||||
world.shops.append(shop)
|
world.shops.append(shop)
|
||||||
for index, item in enumerate(inventory):
|
for index, item in enumerate(inventory):
|
||||||
shop.add_inventory(index, *item)
|
shop.add_inventory(index, *item)
|
||||||
|
if region_name == 'Potion Shop':
|
||||||
|
pass
|
||||||
|
elif region_name == 'Capacity Upgrade':
|
||||||
|
pass
|
||||||
|
else:
|
||||||
|
if my_shop_slots.pop():
|
||||||
|
additional_item = world.random.choice(['Rupees (20)', 'Rupees (50)', 'Rupees (100)'])
|
||||||
|
world.itempool.append(ItemFactory(additional_item, player))
|
||||||
|
loc = Location(player, "{} Slot Item {}".format(shop.region.name, index+1), parent=shop.region)
|
||||||
|
shop.region.locations.append(loc)
|
||||||
|
world.dynamic_locations.append(loc)
|
||||||
|
|
||||||
|
world.clear_location_cache()
|
||||||
|
|
||||||
# (type, room_id, shopkeeper, custom, locked, [items])
|
# (type, room_id, shopkeeper, custom, locked, [items])
|
||||||
# item = (item, price, max=0, replacement=None, replacement_price=0)
|
# item = (item, price, max=0, replacement=None, replacement_price=0)
|
||||||
|
|
|
@ -211,9 +211,15 @@ beemizer: # Remove items from the global item pool and replace them with single
|
||||||
2: 0 # 60% of the non-essential item pool is replaced with bee traps, of which 20% could be single bees
|
2: 0 # 60% of the non-essential item pool is replaced with bee traps, of which 20% could be single bees
|
||||||
3: 0 # 100% of the non-essential item pool is replaced with bee traps, of which 50% could be single bees
|
3: 0 # 100% of the non-essential item pool is replaced with bee traps, of which 50% could be single bees
|
||||||
4: 0 # 100% of the non-essential item pool is replaced with bee traps
|
4: 0 # 100% of the non-essential item pool is replaced with bee traps
|
||||||
|
### Item Shuffle (shop)
|
||||||
|
shop_shuffle_slots:
|
||||||
|
0: 50
|
||||||
|
5: 0
|
||||||
|
15: 0
|
||||||
|
999: 0
|
||||||
shop_shuffle:
|
shop_shuffle:
|
||||||
none: 50
|
none: 50
|
||||||
i: 0 # Shuffle the inventories of the shops around
|
i: 0 # Shuffle default inventories of the shops around
|
||||||
p: 0 # Randomize the prices of the items in shop inventories
|
p: 0 # Randomize the prices of the items in shop inventories
|
||||||
u: 0 # Shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld)
|
u: 0 # Shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld)
|
||||||
ip: 0 # Shuffle inventories and randomize prices
|
ip: 0 # Shuffle inventories and randomize prices
|
||||||
|
@ -253,11 +259,6 @@ green_clock_time: # For all timer modes, the amount of time in minutes to gain o
|
||||||
# - "Small Keys"
|
# - "Small Keys"
|
||||||
# - "Big Keys"
|
# - "Big Keys"
|
||||||
# Can be uncommented to use it
|
# Can be uncommented to use it
|
||||||
# non_local_items: # Force certain items to appear outside your world only, always across the multiworld. Recognizes some group names, like "Swords"
|
|
||||||
# - "Moon Pearl"
|
|
||||||
# - "Small Keys"
|
|
||||||
# - "Big Keys"
|
|
||||||
# Can be uncommented to use it
|
|
||||||
# startinventory: # Begin the file with the listed items/upgrades
|
# startinventory: # Begin the file with the listed items/upgrades
|
||||||
# Pegasus Boots: on
|
# Pegasus Boots: on
|
||||||
# Bomb Upgrade (+10): 4
|
# Bomb Upgrade (+10): 4
|
||||||
|
|
Loading…
Reference in New Issue