Individual settings: retro

This commit is contained in:
Bonta-kun 2019-12-17 00:16:02 +01:00
parent 1315eb55cf
commit e5246d5d5a
6 changed files with 27 additions and 24 deletions

View File

@ -67,7 +67,7 @@ class World(object):
self.compassshuffle = {player: False for player in range(1, players + 1)}
self.keyshuffle = {player: False for player in range(1, players + 1)}
self.bigkeyshuffle = {player: False for player in range(1, players + 1)}
self.retro = retro
self.retro = retro.copy()
self.custom = custom
self.customitemarray = customitemarray
self.can_take_damage = True
@ -379,7 +379,7 @@ class CollectionState(object):
return self.prog_items.count((item, player)) >= count
def has_key(self, item, player, count=1):
if self.world.retro:
if self.world.retro[player]:
return self.can_buy_unlimited('Small Key (Universal)', player)
if count == 1:
return (item, player) in self.prog_items
@ -448,7 +448,7 @@ class CollectionState(object):
)
def can_shoot_arrows(self, player):
if self.world.retro:
if self.world.retro[player]:
#TODO: need to decide how we want to handle wooden arrows longer-term (a can-buy-a check, or via dynamic shop location)
#FIXME: Should do something about hard+ ganon only silvers. For the moment, i believe they effective grant wooden, so we are safe
return self.has('Bow', player) and (self.has('Silver Arrows', player) or self.can_buy_unlimited('Single Arrow', player))
@ -1044,6 +1044,7 @@ class Spoiler(object):
self.metadata = {'version': ERVersion,
'logic': self.world.logic,
'mode': self.world.mode,
'retro': self.world.retro,
'weapons': self.world.swords,
'goal': self.world.goal,
'shuffle': self.world.shuffle,
@ -1083,6 +1084,7 @@ class Spoiler(object):
outfile.write('ALttP Entrance Randomizer Version %s - Seed: %s\n\n' % (self.metadata['version'], self.world.seed))
outfile.write('Logic: %s\n' % self.metadata['logic'])
outfile.write('Mode: %s\n' % self.metadata['mode'])
outfile.write('Retro: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['retro'].items()})
outfile.write('Swords: %s\n' % self.metadata['weapons'])
outfile.write('Goal: %s\n' % self.metadata['goal'])
outfile.write('Difficulty: %s\n' % self.metadata['item_pool'])

View File

@ -8,7 +8,7 @@ from Items import ItemFactory
def create_dungeons(world, player):
def make_dungeon(name, default_boss, dungeon_regions, big_key, small_keys, dungeon_items):
dungeon = Dungeon(name, dungeon_regions, big_key, [] if world.retro else small_keys, dungeon_items, player)
dungeon = Dungeon(name, dungeon_regions, big_key, [] if world.retro[player] else small_keys, dungeon_items, player)
dungeon.boss = BossFactory(default_boss, player)
for region in dungeon.regions:
world.get_region(region, player).dungeon = dungeon
@ -47,7 +47,7 @@ def fill_dungeons(world):
for player in range(1, world.players + 1):
pinball_room = world.get_location('Skull Woods - Pinball Room', player)
if world.retro:
if world.retro[player]:
world.push_item(pinball_room, ItemFactory('Small Key (Universal)', player), False)
else:
world.push_item(pinball_room, ItemFactory('Small Key (Skull Woods)', player), False)
@ -126,7 +126,7 @@ def fill_dungeons_restrictive(world, shuffled_locations):
for player in range(1, world.players + 1):
pinball_room = world.get_location('Skull Woods - Pinball Room', player)
if world.retro:
if world.retro[player]:
world.push_item(pinball_room, ItemFactory('Small Key (Universal)', player), False)
else:
world.push_item(pinball_room, ItemFactory('Small Key (Skull Woods)', player), False)

View File

@ -280,7 +280,8 @@ def parse_arguments(argv, no_defaults=False):
for name in ['logic', 'mode', 'swords', 'goal', 'difficulty', 'item_functionality',
'shuffle', 'crystals_ganon', 'crystals_gt', 'openpyramid',
'mapshuffle', 'compassshuffle', 'keyshuffle', 'bigkeyshuffle']:
'mapshuffle', 'compassshuffle', 'keyshuffle', 'bigkeyshuffle',
'retro']:
value = getattr(defaults, name) if getattr(playerargs, name) is None else getattr(playerargs, name)
if player == 1:
setattr(ret, name, {1: value})

View File

@ -174,10 +174,10 @@ def generate_itempool(world, player):
# set up item pool
if world.custom:
(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle[player], world.difficulty[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro, world.customitemarray)
(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle[player], world.difficulty[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro[player], world.customitemarray)
world.rupoor_cost = min(world.customitemarray[69], 9999)
else:
(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core(world.progressive, world.shuffle[player], world.difficulty[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro)
(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core(world.progressive, world.shuffle[player], world.difficulty[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro[player])
for item in precollected_items:
world.push_precollected(ItemFactory(item, player))
@ -242,7 +242,7 @@ def generate_itempool(world, player):
place_bosses(world, player)
set_up_shops(world, player)
if world.retro:
if world.retro[player]:
set_up_take_anys(world, player)
create_dynamic_shop_locations(world, player)
@ -355,13 +355,13 @@ def set_up_shops(world, player):
for shop in world.shops:
shop.active = True
if world.retro:
if world.retro[player]:
rss = world.get_region('Red Shield Shop', player).shop
rss.active = True
rss.add_inventory(2, 'Single Arrow', 80)
# Randomized changes to Shops
if world.retro:
if world.retro[player]:
for shop in random.sample([s for s in world.shops if s.replaceable and s.region.player == player], 5):
shop.active = True
shop.add_inventory(0, 'Single Arrow', 80)

View File

@ -191,7 +191,7 @@ def main(args, seed=None):
world.mode[player], world.goal[player],
"" if world.timer in ['none', 'display'] else "-" + world.timer,
world.shuffle[player], world.algorithm, mcsb_name,
"-retro" if world.retro else "",
"-retro" if world.retro[player] else "",
"-prog_" + world.progressive if world.progressive in ['off', 'random'] else "",
"-nohints" if not world.hints else "")) if not args.outputname else ''
rom.write_to_file(output_path(f'{outfilebase}{outfilesuffix}.sfc'))

22
Rom.py
View File

@ -743,7 +743,7 @@ def patch_rom(world, player, rom, enemized):
prizes = [prize_replacements.get(prize, prize) for prize in prizes]
dig_prizes = [prize_replacements.get(prize, prize) for prize in dig_prizes]
if world.retro:
if world.retro[player]:
prize_replacements = {0xE1: 0xDA, #5 Arrows -> Blue Rupee
0xE2: 0xDB} #10 Arrows -> Red Rupee
prizes = [prize_replacements.get(prize, prize) for prize in prizes]
@ -786,7 +786,7 @@ def patch_rom(world, player, rom, enemized):
0x12, 0x01, 0x35, 0xFF, # lamp -> 5 rupees
0x51, 0x06, 0x52, 0xFF, # 6 +5 bomb upgrades -> +10 bomb upgrade
0x53, 0x06, 0x54, 0xFF, # 6 +5 arrow upgrades -> +10 arrow upgrade
0x58, 0x01, 0x36 if world.retro else 0x43, 0xFF, # silver arrows -> single arrow (red 20 in retro mode)
0x58, 0x01, 0x36 if world.retro[player] else 0x43, 0xFF, # silver arrows -> single arrow (red 20 in retro mode)
0x3E, difficulty.boss_heart_container_limit, 0x47, 0xff, # boss heart -> green 20
0x17, difficulty.heart_piece_limit, 0x47, 0xff, # piece of heart -> green 20
0xFF, 0xFF, 0xFF, 0xFF, # end of table sentinel
@ -1001,15 +1001,15 @@ def patch_rom(world, player, rom, enemized):
write_int16(rom, 0x18017A, get_reveal_bytes('Green Pendant') if world.mapshuffle[player] else 0x0000) # Sahasrahla reveal
write_int16(rom, 0x18017C, get_reveal_bytes('Crystal 5')|get_reveal_bytes('Crystal 6') if world.mapshuffle[player] else 0x0000) # Bomb Shop Reveal
rom.write_byte(0x180172, 0x01 if world.retro else 0x00) # universal keys
rom.write_byte(0x180175, 0x01 if world.retro else 0x00) # rupee bow
rom.write_byte(0x180176, 0x0A if world.retro else 0x00) # wood arrow cost
rom.write_byte(0x180178, 0x32 if world.retro else 0x00) # silver arrow cost
rom.write_byte(0x301FC, 0xDA if world.retro else 0xE1) # rupees replace arrows under pots
rom.write_byte(0x30052, 0xDB if world.retro else 0xE2) # replace arrows in fish prize from bottle merchant
rom.write_bytes(0xECB4E, [0xA9, 0x00, 0xEA, 0xEA] if world.retro else [0xAF, 0x77, 0xF3, 0x7E]) # Thief steals rupees instead of arrows
rom.write_bytes(0xF0D96, [0xA9, 0x00, 0xEA, 0xEA] if world.retro else [0xAF, 0x77, 0xF3, 0x7E]) # Pikit steals rupees instead of arrows
rom.write_bytes(0xEDA5, [0x35, 0x41] if world.retro else [0x43, 0x44]) # Chest game gives rupees instead of arrows
rom.write_byte(0x180172, 0x01 if world.retro[player] else 0x00) # universal keys
rom.write_byte(0x180175, 0x01 if world.retro[player] else 0x00) # rupee bow
rom.write_byte(0x180176, 0x0A if world.retro[player] else 0x00) # wood arrow cost
rom.write_byte(0x180178, 0x32 if world.retro[player] else 0x00) # silver arrow cost
rom.write_byte(0x301FC, 0xDA if world.retro[player] else 0xE1) # rupees replace arrows under pots
rom.write_byte(0x30052, 0xDB if world.retro[player] else 0xE2) # replace arrows in fish prize from bottle merchant
rom.write_bytes(0xECB4E, [0xA9, 0x00, 0xEA, 0xEA] if world.retro[player] else [0xAF, 0x77, 0xF3, 0x7E]) # Thief steals rupees instead of arrows
rom.write_bytes(0xF0D96, [0xA9, 0x00, 0xEA, 0xEA] if world.retro[player] else [0xAF, 0x77, 0xF3, 0x7E]) # Pikit steals rupees instead of arrows
rom.write_bytes(0xEDA5, [0x35, 0x41] if world.retro[player] else [0x43, 0x44]) # Chest game gives rupees instead of arrows
digging_game_rng = random.randint(1, 30) # set rng for digging game
rom.write_byte(0x180020, digging_game_rng)
rom.write_byte(0xEFD95, digging_game_rng)