Simplify ShopSlot Shuffling
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@ -981,7 +981,7 @@ class Dungeon(object):
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def __str__(self):
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return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
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class Boss(object):
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class Boss():
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def __init__(self, name, enemizer_name, defeat_rule, player: int):
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self.name = name
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self.enemizer_name = enemizer_name
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@ -991,7 +991,12 @@ class Boss(object):
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def can_defeat(self, state) -> bool:
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return self.defeat_rule(state, self.player)
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class Location(object):
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class Location():
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shop_slot: bool = False
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event: bool = False
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locked: bool = False
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def __init__(self, player: int, name: str = '', address=None, crystal: bool = False,
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hint_text: Optional[str] = None, parent=None,
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player_address=None):
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@ -1004,8 +1009,6 @@ class Location(object):
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self.spot_type = 'Location'
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self.hint_text: str = hint_text if hint_text else name
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self.recursion_count = 0
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self.event = False
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self.locked = False
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self.always_allow = lambda item, state: False
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self.access_rule = lambda state: True
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self.item_rule = lambda item: True
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@ -1152,7 +1155,8 @@ class Shop():
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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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replacement: Optional[str] = None, replacement_price: int = 0, create_location: bool = False,
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player: int = 0):
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self.inventory[slot] = {
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'item': item,
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'price': price,
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@ -1160,10 +1164,10 @@ class Shop():
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'replacement': replacement,
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'replacement_price': replacement_price,
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'create_location': create_location,
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'player': 0
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'player': player
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}
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def push_inventory(self, slot: int, item: str, price: int, max: int = 1):
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def push_inventory(self, slot: int, item: str, price: int, max: int = 1, player: int = 0):
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if not self.inventory[slot]:
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raise ValueError("Inventory can't be pushed back if it doesn't exist")
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@ -1174,9 +1178,11 @@ class Shop():
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'replacement': self.inventory[slot]["item"],
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'replacement_price': self.inventory[slot]["price"],
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'create_location': self.inventory[slot]["create_location"],
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'player': self.inventory[slot]["player"]
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'player': player
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}
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def can_push_inventory(self, slot: int):
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return self.inventory[slot] and not self.inventory[slot]["replacement"]
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class TakeAny(Shop):
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type = ShopType.TakeAny
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@ -589,7 +589,8 @@ def create_dynamic_shop_locations(world, player):
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world.clear_location_cache()
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world.push_item(loc, ItemFactory(item['item'], player), False)
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world.push_item(loc, ItemFactory(item['item'], player), False)
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loc.shop_slot = True
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loc.event = True
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loc.locked = True
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80
Main.py
80
Main.py
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@ -9,7 +9,7 @@ import time
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import zlib
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import concurrent.futures
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from BaseClasses import World, CollectionState, Item, Region, Location, PlandoItem
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from BaseClasses import World, CollectionState, Item, Region, Location, Shop
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from Items import ItemFactory, item_table, item_name_groups
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from Regions import create_regions, create_shops, mark_light_world_regions, lookup_vanilla_location_to_entrance, SHOP_ID_START
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from InvertedRegions import create_inverted_regions, mark_dark_world_regions
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@ -215,69 +215,47 @@ def main(args, seed=None):
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blacklist_word in item_name for blacklist_word in blacklist_words)}
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blacklist_words.add("Bee")
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candidates = [location for location in world.get_locations() if
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not location.locked and not location.item.name in blacklist_words]
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not location.locked and
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not location.shop_slot and
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not location.item.name in blacklist_words]
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world.random.shuffle(candidates)
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shop_slots = [item for sublist in [shop.region.locations for shop in world.shops] for item in sublist if
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item.name != 'Potion Shop'] # TODO: "w" in shop_shuffle options?
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shop_slots_adjusted = []
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shop_items = []
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shop_slots = [item for sublist in (shop.region.locations for shop in world.shops) for item in sublist if
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item.shop_slot]
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for location in shop_slots:
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slot_num = int(location.name[-1]) - 1
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shop_item = location.parent_region.shop.inventory[slot_num]
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item = location.item
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# if item is a rupee or single bee, or identical, swap it out
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if (shop_item is not None and shop_item['item'] == item.name) or 'Rupee' in item.name or (item.name in ['Bee']):
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shop: Shop = location.parent_region.shop
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if shop.can_push_inventory(slot_num):
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for c in candidates: # chosen item locations
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if c.parent_region.shop or c is location: continue
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if (shop_item is not None and shop_item['item'] == c.item.name): continue
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if c.item_rule(location.item): # if rule is good...
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logging.debug('Swapping {} with {}:: {} ||| {}'.format(c, location, c.item, location.item))
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c.item, location.item = location.item, c.item
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if not world.can_beat_game():
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if not world.can_beat_game():
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c.item, location.item = location.item, c.item
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else:
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shop_slots_adjusted.append(location)
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else:
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# we use this candidate
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candidates.remove(c)
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break
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# update table to location data
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item = location.item
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if (shop_item and shop_item['item'] == item.name) or 'Rupee' in item.name or item.name == 'Bee':
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# this will filter items that match the item in the shop or Rupees, or single bees
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# really not a way for the player to know a renewable item from a player pool item
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# bombs can be sitting on top of arrows or a potion refill, but dunno if that's a big deal
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# this should rarely happen with the above code in place, and could be an option in config if necessary
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logging.debug('skipping item shop {}'.format(item.name))
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else:
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if shop_item is None:
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location.parent_region.shop.add_inventory(slot_num, 'None', 0)
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shop_item = location.parent_region.shop.inventory[slot_num]
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else:
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shop_item['replacement'] = shop_item['item']
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shop_item['replacement_price'] = shop_item['price']
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shop_item['item'] = item.name
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if any(x in shop_item['item'] for x in ['Single Bomb', 'Single Arrow']):
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shop_item['price'] = world.random.randrange(5, 35)
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elif any(x in shop_item['item'] for x in ['Arrows', 'Bombs', 'Clock']):
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shop_item['price'] = world.random.randrange(20, 120)
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elif any(x in shop_item['item'] for x in ['Compass', 'Map', 'Small Key', 'Piece of Heart']):
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shop_item['price'] = world.random.randrange(50, 150)
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logging.warning("Ran out of ShopShuffle Item candidate locations.")
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break # we ran out of candidates
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# update table to location data
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item_name = location.item.name
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if any(x in item_name for x in ['Single Bomb', 'Single Arrow']):
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price = world.random.randrange(1, 7)
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elif any(x in item_name for x in ['Arrows', 'Bombs', 'Clock']):
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price = world.random.randrange(4, 24)
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elif any(x in item_name for x in ['Compass', 'Map', 'Small Key', 'Piece of Heart']):
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price = world.random.randrange(10, 30)
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else:
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shop_item['price'] = world.random.randrange(50,300)
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price = world.random.randrange(10, 60)
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shop_item['max'] = 1
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shop_item['player'] = item.player if item.player != location.player else 0
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shop_items.append(shop_item)
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price *= 5
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if len(shop_items) > 0:
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my_prices = [my_item['price'] for my_item in shop_items]
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price_scale = (80*max(8, len(my_prices)+2))/sum(my_prices)
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for i in shop_items:
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i['price'] *= price_scale
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if i['price'] < 5: i['price'] = 5
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else: i['price'] = int((i['price']//5)*5)
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logging.debug('Adjusting {} of {} shop slots'.format(len(shop_slots_adjusted), len(shop_slots)))
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logging.debug('Adjusted {} into shops'.format([x.item.name for x in shop_slots_adjusted]))
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shop.push_inventory(slot_num, item_name, price, 1,
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location.item.player if location.item.player != location.player else 0)
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logger.info('Patching ROM.')
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@ -415,9 +415,11 @@ def create_shops(world, player: int):
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else:
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if my_shop_slots.pop():
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additional_item = world.random.choice(['Rupees (50)', 'Rupees (100)', 'Rupees (300)'])
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world.itempool.append(ItemFactory(additional_item, player))
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slot_name = "{} Slot {}".format(shop.region.name, index + 1)
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loc = Location(player, slot_name, address=shop_table_by_location[slot_name], parent=shop.region)
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loc.shop_slot = True
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loc.locked = True
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loc.item = ItemFactory(additional_item, player)
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shop.region.locations.append(loc)
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world.dynamic_locations.append(loc)
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8
Rom.py
8
Rom.py
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@ -683,17 +683,11 @@ def patch_rom(world, rom, player, team, enemized):
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# patch items
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for location in world.get_locations():
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if location.player != player:
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if location.player != player or location.address is None or location.shop_slot:
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continue
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itemid = location.item.code if location.item is not None else 0x5A
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if location.address is None:
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continue
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if location.parent_region.shop and 'Slot' in location.name:
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continue
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if not location.crystal:
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if location.item is not None:
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# Keys in their native dungeon should use the orignal item code for keys
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