Simplify ShopSlot Shuffling
This commit is contained in:
		
							parent
							
								
									52d5b96435
								
							
						
					
					
						commit
						f12259dd7d
					
				|  | @ -981,7 +981,7 @@ class Dungeon(object): | |||
|     def __str__(self): | ||||
|         return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})' | ||||
| 
 | ||||
| class Boss(object): | ||||
| class Boss(): | ||||
|     def __init__(self, name, enemizer_name, defeat_rule, player: int): | ||||
|         self.name = name | ||||
|         self.enemizer_name = enemizer_name | ||||
|  | @ -991,7 +991,12 @@ class Boss(object): | |||
|     def can_defeat(self, state) -> bool: | ||||
|         return self.defeat_rule(state, self.player) | ||||
| 
 | ||||
| class Location(object): | ||||
| 
 | ||||
| class Location(): | ||||
|     shop_slot: bool = False | ||||
|     event: bool = False | ||||
|     locked: bool = False | ||||
| 
 | ||||
|     def __init__(self, player: int, name: str = '', address=None, crystal: bool = False, | ||||
|                  hint_text: Optional[str] = None, parent=None, | ||||
|                  player_address=None): | ||||
|  | @ -1004,8 +1009,6 @@ class Location(object): | |||
|         self.spot_type = 'Location' | ||||
|         self.hint_text: str = hint_text if hint_text else name | ||||
|         self.recursion_count = 0 | ||||
|         self.event = False | ||||
|         self.locked = False | ||||
|         self.always_allow = lambda item, state: False | ||||
|         self.access_rule = lambda state: True | ||||
|         self.item_rule = lambda item: True | ||||
|  | @ -1152,7 +1155,8 @@ class Shop(): | |||
|         self.inventory = [None] * self.slots | ||||
| 
 | ||||
|     def add_inventory(self, slot: int, item: str, price: int, max: int = 0, | ||||
|                       replacement: Optional[str] = None, replacement_price: int = 0, create_location: bool = False): | ||||
|                       replacement: Optional[str] = None, replacement_price: int = 0, create_location: bool = False, | ||||
|                       player: int = 0): | ||||
|         self.inventory[slot] = { | ||||
|             'item': item, | ||||
|             'price': price, | ||||
|  | @ -1160,10 +1164,10 @@ class Shop(): | |||
|             'replacement': replacement, | ||||
|             'replacement_price': replacement_price, | ||||
|             'create_location': create_location, | ||||
|             'player': 0 | ||||
|             'player': player | ||||
|         } | ||||
| 
 | ||||
|     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, player: int = 0): | ||||
|         if not self.inventory[slot]: | ||||
|             raise ValueError("Inventory can't be pushed back if it doesn't exist") | ||||
| 
 | ||||
|  | @ -1174,9 +1178,11 @@ class Shop(): | |||
|             'replacement': self.inventory[slot]["item"], | ||||
|             'replacement_price': self.inventory[slot]["price"], | ||||
|             'create_location': self.inventory[slot]["create_location"], | ||||
|             'player': self.inventory[slot]["player"] | ||||
|             'player': player | ||||
|         } | ||||
| 
 | ||||
|     def can_push_inventory(self, slot: int): | ||||
|         return self.inventory[slot] and not self.inventory[slot]["replacement"] | ||||
| 
 | ||||
| class TakeAny(Shop): | ||||
|     type = ShopType.TakeAny | ||||
|  |  | |||
|  | @ -590,6 +590,7 @@ def create_dynamic_shop_locations(world, player): | |||
|                     world.clear_location_cache() | ||||
| 
 | ||||
|                     world.push_item(loc, ItemFactory(item['item'], player), False) | ||||
|                     loc.shop_slot = True | ||||
|                     loc.event = True | ||||
|                     loc.locked = True | ||||
| 
 | ||||
|  |  | |||
							
								
								
									
										74
									
								
								Main.py
								
								
								
								
							
							
						
						
									
										74
									
								
								Main.py
								
								
								
								
							|  | @ -9,7 +9,7 @@ import time | |||
| import zlib | ||||
| import concurrent.futures | ||||
| 
 | ||||
| from BaseClasses import World, CollectionState, Item, Region, Location, PlandoItem | ||||
| from BaseClasses import World, CollectionState, Item, Region, Location, Shop | ||||
| from Items import ItemFactory, item_table, item_name_groups | ||||
| from Regions import create_regions, create_shops, mark_light_world_regions, lookup_vanilla_location_to_entrance, SHOP_ID_START | ||||
| from InvertedRegions import create_inverted_regions, mark_dark_world_regions | ||||
|  | @ -215,69 +215,47 @@ def main(args, seed=None): | |||
|         blacklist_word in item_name for blacklist_word in blacklist_words)} | ||||
|     blacklist_words.add("Bee") | ||||
|     candidates = [location for location in world.get_locations() if | ||||
|                   not location.locked and not location.item.name in blacklist_words] | ||||
|                   not location.locked and | ||||
|                   not location.shop_slot and | ||||
|                   not location.item.name in blacklist_words] | ||||
| 
 | ||||
|     world.random.shuffle(candidates) | ||||
|     shop_slots = [item for sublist in [shop.region.locations for shop in world.shops] for item in sublist if | ||||
|                   item.name != 'Potion Shop']  # TODO: "w" in shop_shuffle options? | ||||
|     shop_slots_adjusted = [] | ||||
|     shop_items = [] | ||||
|     shop_slots = [item for sublist in (shop.region.locations for shop in world.shops) for item in sublist if | ||||
|                   item.shop_slot] | ||||
| 
 | ||||
|     for location in shop_slots: | ||||
|         slot_num = int(location.name[-1]) - 1 | ||||
|         shop_item = location.parent_region.shop.inventory[slot_num] | ||||
|         item = location.item | ||||
|         # if item is a rupee or single bee, or identical, swap it out | ||||
|         if (shop_item is not None and shop_item['item'] == item.name) or 'Rupee' in item.name or (item.name in ['Bee']): | ||||
|         shop: Shop = location.parent_region.shop | ||||
|         if shop.can_push_inventory(slot_num): | ||||
|             for c in candidates:  # chosen item locations | ||||
|                 if c.parent_region.shop or c is location: continue | ||||
|                 if (shop_item is not None and shop_item['item'] == c.item.name): continue | ||||
|                 if c.item_rule(location.item):  # if rule is good... | ||||
|                     logging.debug('Swapping {} with {}:: {} ||| {}'.format(c, location, c.item, location.item)) | ||||
|                     c.item, location.item = location.item, c.item | ||||
|                     if not world.can_beat_game(): | ||||
|                         c.item, location.item = location.item, c.item | ||||
|                     else: | ||||
|                         shop_slots_adjusted.append(location) | ||||
|                         # we use this candidate | ||||
|                         candidates.remove(c) | ||||
|                         break | ||||
|             else: | ||||
|                 logging.warning("Ran out of ShopShuffle Item candidate locations.") | ||||
|                 break  # we ran out of candidates | ||||
| 
 | ||||
|             # update table to location data | ||||
|         item = location.item | ||||
|         if (shop_item and shop_item['item'] == item.name) or 'Rupee' in item.name or item.name == 'Bee': | ||||
|             # this will filter items that match the item in the shop or Rupees, or single bees | ||||
|             # really not a way for the player to know a renewable item from a player pool item | ||||
|             # bombs can be sitting on top of arrows or a potion refill, but dunno if that's a big deal | ||||
|             # this should rarely happen with the above code in place, and could be an option in config if necessary | ||||
|             logging.debug('skipping item shop {}'.format(item.name)) | ||||
|             item_name = location.item.name | ||||
|             if any(x in item_name for x in ['Single Bomb', 'Single Arrow']): | ||||
|                 price = world.random.randrange(1, 7) | ||||
|             elif any(x in item_name for x in ['Arrows', 'Bombs', 'Clock']): | ||||
|                 price = world.random.randrange(4, 24) | ||||
|             elif any(x in item_name for x in ['Compass', 'Map', 'Small Key', 'Piece of Heart']): | ||||
|                 price = world.random.randrange(10, 30) | ||||
|             else: | ||||
|             if shop_item is None: | ||||
|                 location.parent_region.shop.add_inventory(slot_num, 'None', 0) | ||||
|                 shop_item = location.parent_region.shop.inventory[slot_num] | ||||
|             else: | ||||
|                 shop_item['replacement'] = shop_item['item'] | ||||
|                 shop_item['replacement_price'] = shop_item['price'] | ||||
|             shop_item['item'] = item.name | ||||
|             if any(x in shop_item['item'] for x in ['Single Bomb', 'Single Arrow']): | ||||
|                 shop_item['price'] = world.random.randrange(5, 35) | ||||
|             elif any(x in shop_item['item'] for x in ['Arrows', 'Bombs', 'Clock']): | ||||
|                 shop_item['price'] = world.random.randrange(20, 120) | ||||
|             elif any(x in shop_item['item'] for x in ['Compass', 'Map', 'Small Key', 'Piece of Heart']): | ||||
|                 shop_item['price'] = world.random.randrange(50, 150) | ||||
|             else: | ||||
|                 shop_item['price'] = world.random.randrange(50,300) | ||||
|                 price = world.random.randrange(10, 60) | ||||
| 
 | ||||
|             shop_item['max'] = 1 | ||||
|             shop_item['player'] = item.player if item.player != location.player else 0 | ||||
|             shop_items.append(shop_item) | ||||
|             price *= 5 | ||||
| 
 | ||||
|     if len(shop_items) > 0: | ||||
|         my_prices = [my_item['price'] for my_item in shop_items] | ||||
|         price_scale = (80*max(8, len(my_prices)+2))/sum(my_prices) | ||||
|         for i in shop_items: | ||||
|             i['price'] *= price_scale | ||||
|             if i['price'] < 5: i['price'] = 5 | ||||
|             else: i['price'] = int((i['price']//5)*5) | ||||
|      | ||||
|     logging.debug('Adjusting {} of {} shop slots'.format(len(shop_slots_adjusted), len(shop_slots))) | ||||
|     logging.debug('Adjusted {} into shops'.format([x.item.name for x in shop_slots_adjusted])) | ||||
|             shop.push_inventory(slot_num, item_name, price, 1, | ||||
|                                 location.item.player if location.item.player != location.player else 0) | ||||
| 
 | ||||
|     logger.info('Patching ROM.') | ||||
| 
 | ||||
|  |  | |||
|  | @ -415,9 +415,11 @@ def create_shops(world, player: int): | |||
|             else: | ||||
|                 if my_shop_slots.pop(): | ||||
|                     additional_item = world.random.choice(['Rupees (50)', 'Rupees (100)', 'Rupees (300)']) | ||||
|                     world.itempool.append(ItemFactory(additional_item, player)) | ||||
|                     slot_name = "{} Slot {}".format(shop.region.name, index + 1) | ||||
|                     loc = Location(player, slot_name, address=shop_table_by_location[slot_name], parent=shop.region) | ||||
|                     loc.shop_slot = True | ||||
|                     loc.locked = True | ||||
|                     loc.item = ItemFactory(additional_item, player) | ||||
|                     shop.region.locations.append(loc) | ||||
|                     world.dynamic_locations.append(loc) | ||||
| 
 | ||||
|  |  | |||
							
								
								
									
										8
									
								
								Rom.py
								
								
								
								
							
							
						
						
									
										8
									
								
								Rom.py
								
								
								
								
							|  | @ -683,17 +683,11 @@ def patch_rom(world, rom, player, team, enemized): | |||
|     # patch items | ||||
| 
 | ||||
|     for location in world.get_locations(): | ||||
|         if location.player != player: | ||||
|         if location.player != player or location.address is None or location.shop_slot: | ||||
|             continue | ||||
| 
 | ||||
|         itemid = location.item.code if location.item is not None else 0x5A | ||||
| 
 | ||||
|         if location.address is None: | ||||
|             continue | ||||
| 
 | ||||
|         if location.parent_region.shop and 'Slot' in location.name: | ||||
|             continue | ||||
| 
 | ||||
|         if not location.crystal: | ||||
|             if location.item is not None: | ||||
|                 # Keys in their native dungeon should use the orignal item code for keys | ||||
|  |  | |||
		Loading…
	
		Reference in New Issue