Move Shop related stuff to a Shops module
This commit is contained in:
parent
f046ca806c
commit
f3e686ba9a
110
BaseClasses.py
110
BaseClasses.py
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@ -5,12 +5,11 @@ from enum import Enum, unique
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import logging
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import json
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from collections import OrderedDict, Counter, deque
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from typing import Union, Optional, List, Set, Dict, NamedTuple, Iterable
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from typing import Union, Optional, List, Dict, NamedTuple, Iterable
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import secrets
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import random
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from EntranceShuffle import door_addresses, indirect_connections
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from Utils import int16_as_bytes
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from EntranceShuffle import indirect_connections
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from Items import item_name_groups
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@ -1148,110 +1147,6 @@ class Item(object):
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class Crystal(Item):
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pass
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@unique
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class ShopType(Enum):
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Shop = 0
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TakeAny = 1
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UpgradeShop = 2
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class Shop():
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slots = 3 # slot count is not dynamic in asm, however inventory can have None as empty slots
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blacklist = set() # items that don't work, todo: actually check against this
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type = ShopType.Shop
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def __init__(self, region: Region, room_id: int, shopkeeper_config: int, custom: bool, locked: bool):
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self.region = region
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self.room_id = room_id
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self.inventory: List[Union[None, dict]] = [None] * self.slots
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self.shopkeeper_config = shopkeeper_config
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self.custom = custom
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self.locked = locked
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@property
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def item_count(self) -> int:
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for x in range(self.slots - 1, -1, -1): # last x is 0
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if self.inventory[x]:
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return x + 1
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return 0
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def get_bytes(self) -> List[int]:
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# [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index]
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entrances = self.region.entrances
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config = self.item_count
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if len(entrances) == 1 and entrances[0].name in door_addresses:
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door_id = door_addresses[entrances[0].name][0] + 1
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else:
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door_id = 0
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config |= 0x40 # ignore door id
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if self.type == ShopType.TakeAny:
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config |= 0x80
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elif self.type == ShopType.UpgradeShop:
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config |= 0x10 # Alt. VRAM
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return [0x00]+int16_as_bytes(self.room_id)+[door_id, 0x00, config, self.shopkeeper_config, 0x00]
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def has_unlimited(self, item: str) -> bool:
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for inv in self.inventory:
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if inv is None:
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continue
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if inv['item'] == item:
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return True
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if inv['max'] != 0 and inv['replacement'] is not None and inv['replacement'] == item:
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return True
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return False
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def has(self, item: str) -> bool:
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for inv in self.inventory:
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if inv is None:
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continue
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if inv['item'] == item:
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return True
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if inv['max'] != 0 and inv['replacement'] == item:
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return True
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return False
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def clear_inventory(self):
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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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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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'max': max,
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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': player
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}
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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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self.inventory[slot] = {
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'item': item,
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'price': price,
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'max': max,
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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': 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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class UpgradeShop(Shop):
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type = ShopType.UpgradeShop
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# Potions break due to VRAM flags set in UpgradeShop.
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# Didn't check for more things breaking as not much else can be shuffled here currently
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blacklist = item_name_groups["Potions"]
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class Spoiler(object):
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world: World
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@ -1314,6 +1209,7 @@ class Spoiler(object):
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listed_locations.update(other_locations)
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self.shops = []
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from Shops import ShopType
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for shop in self.world.shops:
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if not shop.custom:
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continue
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@ -1,7 +1,8 @@
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from collections import namedtuple
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import logging
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from BaseClasses import Region, RegionType, ShopType, Shop, Location, TakeAny
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from BaseClasses import Region, RegionType, Location
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from Shops import ShopType, Shop, TakeAny
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from Bosses import place_bosses
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from Dungeons import get_dungeon_item_pool
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from EntranceShuffle import connect_entrance
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80
Main.py
80
Main.py
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@ -8,19 +8,17 @@ import random
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import time
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import zlib
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import concurrent.futures
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import typing
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from BaseClasses import World, CollectionState, Item, Region, Location, Shop
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from BaseClasses import World, CollectionState, Item, Region, Location
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from Shops import ShopSlotFill, create_shops, SHOP_ID_START
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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, \
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SHOP_ID_START
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from Regions import create_regions, mark_light_world_regions, lookup_vanilla_location_to_entrance
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from InvertedRegions import create_inverted_regions, mark_dark_world_regions
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from EntranceShuffle import link_entrances, link_inverted_entrances, plando_connect
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from Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, get_hash_string
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from Rules import set_rules
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from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
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from Fill import distribute_items_restrictive, flood_items, balance_multiworld_progression, distribute_planned, \
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swap_location_item
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from Fill import distribute_items_restrictive, flood_items, balance_multiworld_progression, distribute_planned
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from ItemPool import generate_itempool, difficulties, fill_prizes
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from Utils import output_path, parse_player_names, get_options, __version__, _version_tuple
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import Patch
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@ -213,77 +211,13 @@ def main(args, seed=None):
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if world.players > 1:
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balance_multiworld_progression(world)
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shop_slots: typing.List[Location] = [location for shop_locations in (shop.region.locations for shop in world.shops)
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for location in shop_locations if location.shop_slot]
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logger.info("Filling Shop Slots")
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if shop_slots:
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# TODO: allow each game to register a blacklist to be used here?
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blacklist_words = {"Rupee"}
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blacklist_words = {item_name for item_name in item_table if any(
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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: typing.List[Location] = [location for location in world.get_locations() if
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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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if not world.fulfills_accessibility():
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logger.warning("World does not fulfill accessibility rules as is, "
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"only using \"beatable only\" for shop logic.")
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shuffle_condition = world.can_beat_game
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else:
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shuffle_condition = world.fulfills_accessibility
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# currently special care needs to be taken so that Shop.region.locations.item is identical to Shop.inventory
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# Potentially create Locations as needed and make inventory the only source, to prevent divergence
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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: 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.item_rule(location.item) and location.item_rule(c.item): # if rule is good...
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swap_location_item(c, location, check_locked=False)
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candidates.remove(c)
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if not shuffle_condition():
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swap_location_item(c, location, check_locked=False)
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continue
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logger.debug(f'Swapping {c} into {location}:: {location.item}')
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break
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else:
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# This *should* never happen. But let's fail safely just in case.
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logger.warning("Ran out of ShopShuffle Item candidate locations.")
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shop.region.locations.remove(location)
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continue
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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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price = world.random.randrange(10, 60)
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price *= 5
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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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else:
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shop.region.locations.remove(location)
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ShopSlotFill(world)
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logger.info('Patching ROM.')
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# remove locations that may no longer exist from caches, by flushing them entirely
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if shop_slots:
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world.clear_location_cache()
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world._location_cache = {}
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outfilebase = 'BM_%s' % (args.outputname if args.outputname else world.seed)
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@ -16,6 +16,7 @@ import subprocess
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from random import randrange
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import Shops
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from Utils import get_item_name_from_id, get_location_name_from_address, ReceivedItem
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exit_func = atexit.register(input, "Press enter to close.")
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@ -159,8 +160,8 @@ SCOUTREPLY_PLAYER_ADDR = SAVEDATA_START + 0x4DA # 1 byte
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SHOP_ADDR = SAVEDATA_START + 0x302 # 2 bytes
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location_shop_order = [ name for name, info in Regions.shop_table.items() ] # probably don't leave this here. This relies on python 3.6+ dictionary keys having defined order
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location_shop_ids = set([info[0] for name, info in Regions.shop_table.items()])
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location_shop_order = [name for name, info in Shops.shop_table.items()] # probably don't leave this here. This relies on python 3.6+ dictionary keys having defined order
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location_shop_ids = set([info[0] for name, info in Shops.shop_table.items()])
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location_table_uw = {"Blind's Hideout - Top": (0x11d, 0x10),
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"Blind's Hideout - Left": (0x11d, 0x20),
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@ -1154,7 +1155,7 @@ async def track_locations(ctx : Context, roomid, roomdata):
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if roomid in location_shop_ids:
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misc_data = await snes_read(ctx, SHOP_ADDR, (len(location_shop_order)*3)+5)
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for cnt, b in enumerate(misc_data):
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my_check = Regions.shop_table_by_location_id[Regions.SHOP_ID_START + cnt]
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my_check = Shops.shop_table_by_location_id[Shops.SHOP_ID_START + cnt]
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if int(b) > 0 and my_check not in ctx.locations_checked:
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new_check(my_check)
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except Exception as e:
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@ -1219,7 +1220,7 @@ async def track_locations(ctx : Context, roomid, roomdata):
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for location in ctx.locations_checked:
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try:
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my_id = Regions.lookup_name_to_id.get(location, Regions.shop_table_by_location.get(location, -1))
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my_id = Regions.lookup_name_to_id.get(location, Shops.shop_table_by_location.get(location, -1))
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new_locations.append(my_id)
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except Exception as e:
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print(e)
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102
Regions.py
102
Regions.py
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@ -1,7 +1,8 @@
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import collections
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import typing
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from BaseClasses import Region, Location, Entrance, RegionType, Shop, TakeAny, UpgradeShop, ShopType
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from BaseClasses import Region, Location, Entrance, RegionType
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def create_regions(world, player):
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@ -365,104 +366,6 @@ def mark_light_world_regions(world, player: int):
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queue.append(exit.connected_region)
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def create_shops(world, player: int):
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cls_mapping = {ShopType.UpgradeShop: UpgradeShop,
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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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my_shop_table = dict(shop_table)
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num_slots = int(world.shop_shuffle_slots[player])
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my_shop_slots = ([True] * num_slots + [False] * (len(shop_table) * 3))[:len(shop_table)*3 - 2]
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world.random.shuffle(my_shop_slots)
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from Items import ItemFactory
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if 'g' in option or 'f' in option:
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new_basic_shop = world.random.sample(shop_generation_types['default'], k=3)
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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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if name == 'Capacity Upgrade':
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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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locked = True
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inventory = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)]
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region = world.get_region(region_name, player)
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shop = cls_mapping[type](region, room_id, shopkeeper, custom, locked)
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region.shop = shop
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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 '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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else:
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if my_shop_slots.pop():
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additional_item = 'Rupees (50)' # world.random.choice(['Rupees (50)', 'Rupees (100)', 'Rupees (300)'])
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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],
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parent=shop.region, hint_text="for sale")
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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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world.clear_location_cache()
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# (type, room_id, shopkeeper, custom, locked, [items])
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# item = (item, price, max=0, replacement=None, replacement_price=0)
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_basic_shop_defaults = [('Red Potion', 150), ('Small Heart', 10), ('Bombs (10)', 50)]
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_dark_world_shop_defaults = [('Red Potion', 150), ('Blue Shield', 50), ('Bombs (10)', 50)]
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shop_table = {
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'Cave Shop (Dark Death Mountain)': (0x0112, ShopType.Shop, 0xC1, True, False, _basic_shop_defaults),
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'Red Shield Shop': (0x0110, ShopType.Shop, 0xC1, True, False, [('Red Shield', 500), ('Bee', 10), ('Arrows (10)', 30)]),
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'Dark Lake Hylia Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
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'Dark World Lumberjack Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
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'Village of Outcasts Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
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'Dark World Potion Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
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'Light World Death Mountain Shop': (0x00FF, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
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'Kakariko Shop': (0x011F, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
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'Cave Shop (Lake Hylia)': (0x0112, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
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'Potion Shop': (0x0109, ShopType.Shop, 0xA0, True, False, [('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)]),
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'Capacity Upgrade': (0x0115, ShopType.UpgradeShop, 0x04, True, True, [('Bomb Upgrade (+5)', 100, 7), ('Arrow Upgrade (+5)', 100, 7)])
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}
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SHOP_ID_START = 0x400000
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shop_table_by_location_id = {SHOP_ID_START + cnt: s for cnt, s in enumerate(
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[item for sublist in [["{} Slot {}".format(name, num + 1) for num in range(3)] for name in shop_table] for item in
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sublist])}
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shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3)] = "Old Man Sword Cave"
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shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 1)] = "Take-Any #1"
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shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 2)] = "Take-Any #2"
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shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 3)] = "Take-Any #3"
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shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 4)] = "Take-Any #4"
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shop_table_by_location = {y: x for x, y in shop_table_by_location_id.items()}
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shop_generation_types = {
|
||||
'default': _basic_shop_defaults + [('Bombs (3)', 20), ('Green Potion', 90), ('Blue Potion', 190), ('Bee', 10), ('Single Arrow', 5), ('Single Bomb', 10)] + [('Red Shield', 500), ('Blue Shield', 50)],
|
||||
'potion': [('Red Potion', 150), ('Green Potion', 90), ('Blue Potion', 190)],
|
||||
'discount_potion': [('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)],
|
||||
'bottle': [('Bee', 10)],
|
||||
'time': [('Red Clock', 100), ('Blue Clock', 200), ('Green Clock', 300)],
|
||||
}
|
||||
|
||||
old_location_address_to_new_location_address = {
|
||||
0x2eb18: 0x18001b, # Bottle Merchant
|
||||
|
@ -769,6 +672,7 @@ location_table: typing.Dict[str,
|
|||
'Turtle Rock - Prize': (
|
||||
[0x120A7, 0x53F24, 0x53F25, 0x18005C, 0x180079, 0xC708], None, True, 'Turtle Rock')}
|
||||
|
||||
from Shops import shop_table_by_location_id, shop_table_by_location
|
||||
lookup_id_to_name = {data[0]: name for name, data in location_table.items() if type(data[0]) == int}
|
||||
lookup_id_to_name = {**lookup_id_to_name, **{data[1]: name for name, data in key_drop_data.items()}, -1: "cheat console"}
|
||||
lookup_id_to_name.update(shop_table_by_location_id)
|
||||
|
|
3
Rom.py
3
Rom.py
|
@ -17,7 +17,8 @@ import xxtea
|
|||
import concurrent.futures
|
||||
from typing import Optional
|
||||
|
||||
from BaseClasses import CollectionState, ShopType, Region, Location
|
||||
from BaseClasses import CollectionState, Region, Location
|
||||
from Shops import ShopType
|
||||
from Dungeons import dungeon_music_addresses
|
||||
from Regions import location_table, old_location_address_to_new_location_address
|
||||
from Text import MultiByteTextMapper, CompressedTextMapper, text_addresses, Credits, TextTable
|
||||
|
|
|
@ -0,0 +1,289 @@
|
|||
from __future__ import annotations
|
||||
from enum import unique, Enum
|
||||
from typing import List, Union, Optional
|
||||
import logging
|
||||
|
||||
from BaseClasses import Location
|
||||
from EntranceShuffle import door_addresses
|
||||
from Items import item_name_groups, item_table
|
||||
from Utils import int16_as_bytes
|
||||
|
||||
logger = logging.getLogger("Shops")
|
||||
|
||||
@unique
|
||||
class ShopType(Enum):
|
||||
Shop = 0
|
||||
TakeAny = 1
|
||||
UpgradeShop = 2
|
||||
|
||||
|
||||
class Shop():
|
||||
slots = 3 # slot count is not dynamic in asm, however inventory can have None as empty slots
|
||||
blacklist = set() # items that don't work, todo: actually check against this
|
||||
type = ShopType.Shop
|
||||
|
||||
def __init__(self, region, room_id: int, shopkeeper_config: int, custom: bool, locked: bool):
|
||||
self.region = region
|
||||
self.room_id = room_id
|
||||
self.inventory: List[Union[None, dict]] = [None] * self.slots
|
||||
self.shopkeeper_config = shopkeeper_config
|
||||
self.custom = custom
|
||||
self.locked = locked
|
||||
|
||||
@property
|
||||
def item_count(self) -> int:
|
||||
for x in range(self.slots - 1, -1, -1): # last x is 0
|
||||
if self.inventory[x]:
|
||||
return x + 1
|
||||
return 0
|
||||
|
||||
def get_bytes(self) -> List[int]:
|
||||
# [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index]
|
||||
entrances = self.region.entrances
|
||||
config = self.item_count
|
||||
if len(entrances) == 1 and entrances[0].name in door_addresses:
|
||||
door_id = door_addresses[entrances[0].name][0] + 1
|
||||
else:
|
||||
door_id = 0
|
||||
config |= 0x40 # ignore door id
|
||||
if self.type == ShopType.TakeAny:
|
||||
config |= 0x80
|
||||
elif self.type == ShopType.UpgradeShop:
|
||||
config |= 0x10 # Alt. VRAM
|
||||
return [0x00]+int16_as_bytes(self.room_id)+[door_id, 0x00, config, self.shopkeeper_config, 0x00]
|
||||
|
||||
def has_unlimited(self, item: str) -> bool:
|
||||
for inv in self.inventory:
|
||||
if inv is None:
|
||||
continue
|
||||
if inv['item'] == item:
|
||||
return True
|
||||
if inv['max'] != 0 and inv['replacement'] is not None and inv['replacement'] == item:
|
||||
return True
|
||||
return False
|
||||
|
||||
def has(self, item: str) -> bool:
|
||||
for inv in self.inventory:
|
||||
if inv is None:
|
||||
continue
|
||||
if inv['item'] == item:
|
||||
return True
|
||||
if inv['max'] != 0 and inv['replacement'] == item:
|
||||
return True
|
||||
return False
|
||||
|
||||
def clear_inventory(self):
|
||||
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,
|
||||
player: int = 0):
|
||||
self.inventory[slot] = {
|
||||
'item': item,
|
||||
'price': price,
|
||||
'max': max,
|
||||
'replacement': replacement,
|
||||
'replacement_price': replacement_price,
|
||||
'create_location': create_location,
|
||||
'player': player
|
||||
}
|
||||
|
||||
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")
|
||||
|
||||
self.inventory[slot] = {
|
||||
'item': item,
|
||||
'price': price,
|
||||
'max': max,
|
||||
'replacement': self.inventory[slot]["item"],
|
||||
'replacement_price': self.inventory[slot]["price"],
|
||||
'create_location': self.inventory[slot]["create_location"],
|
||||
'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
|
||||
|
||||
|
||||
class UpgradeShop(Shop):
|
||||
type = ShopType.UpgradeShop
|
||||
# Potions break due to VRAM flags set in UpgradeShop.
|
||||
# Didn't check for more things breaking as not much else can be shuffled here currently
|
||||
blacklist = item_name_groups["Potions"]
|
||||
|
||||
def ShopSlotFill(world):
|
||||
shop_slots: List[Location] = [location for shop_locations in (shop.region.locations for shop in world.shops)
|
||||
for location in shop_locations if location.shop_slot]
|
||||
|
||||
if shop_slots:
|
||||
from Fill import swap_location_item
|
||||
# TODO: allow each game to register a blacklist to be used here?
|
||||
blacklist_words = {"Rupee"}
|
||||
blacklist_words = {item_name for item_name in item_table if any(
|
||||
blacklist_word in item_name for blacklist_word in blacklist_words)}
|
||||
blacklist_words.add("Bee")
|
||||
candidates: List[Location] = [location for location in world.get_locations() if
|
||||
not location.locked and
|
||||
not location.shop_slot and
|
||||
not location.item.name in blacklist_words]
|
||||
|
||||
world.random.shuffle(candidates)
|
||||
|
||||
if not world.fulfills_accessibility():
|
||||
logger.warning("World does not fulfill accessibility rules as is, "
|
||||
"only using \"beatable only\" for shop logic.")
|
||||
shuffle_condition = world.can_beat_game
|
||||
else:
|
||||
shuffle_condition = world.fulfills_accessibility
|
||||
|
||||
# currently special care needs to be taken so that Shop.region.locations.item is identical to Shop.inventory
|
||||
# Potentially create Locations as needed and make inventory the only source, to prevent divergence
|
||||
|
||||
for location in shop_slots:
|
||||
slot_num = int(location.name[-1]) - 1
|
||||
shop: Shop = location.parent_region.shop
|
||||
if shop.can_push_inventory(slot_num):
|
||||
for c in candidates: # chosen item locations
|
||||
if c.item_rule(location.item) and location.item_rule(c.item): # if rule is good...
|
||||
|
||||
swap_location_item(c, location, check_locked=False)
|
||||
candidates.remove(c)
|
||||
if not shuffle_condition():
|
||||
swap_location_item(c, location, check_locked=False)
|
||||
continue
|
||||
|
||||
logger.debug(f'Swapping {c} into {location}:: {location.item}')
|
||||
break
|
||||
|
||||
else:
|
||||
# This *should* never happen. But let's fail safely just in case.
|
||||
logger.warning("Ran out of ShopShuffle Item candidate locations.")
|
||||
shop.region.locations.remove(location)
|
||||
continue
|
||||
|
||||
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:
|
||||
price = world.random.randrange(10, 60)
|
||||
|
||||
price *= 5
|
||||
|
||||
shop.push_inventory(slot_num, item_name, price, 1,
|
||||
location.item.player if location.item.player != location.player else 0)
|
||||
else:
|
||||
shop.region.locations.remove(location)
|
||||
|
||||
# remove locations that may no longer exist from caches, by flushing them entirely
|
||||
if shop_slots:
|
||||
world.clear_location_cache()
|
||||
world._location_cache = {}
|
||||
|
||||
|
||||
def create_shops(world, player: int):
|
||||
cls_mapping = {ShopType.UpgradeShop: UpgradeShop,
|
||||
ShopType.Shop: Shop,
|
||||
ShopType.TakeAny: TakeAny}
|
||||
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
|
||||
if 'g' in option or 'f' in option:
|
||||
new_basic_shop = world.random.sample(shop_generation_types['default'], k=3)
|
||||
new_dark_shop = world.random.sample(shop_generation_types['default'], k=3)
|
||||
for name, shop in my_shop_table.items():
|
||||
typ, shop_id, keeper, custom, locked, items = shop
|
||||
if name == 'Capacity Upgrade':
|
||||
pass
|
||||
elif name == 'Potion Shop' and not "w" in option:
|
||||
pass
|
||||
else:
|
||||
new_items = world.random.sample(shop_generation_types['default'], k=3)
|
||||
if 'f' not in option:
|
||||
if items == _basic_shop_defaults:
|
||||
new_items = new_basic_shop
|
||||
elif items == _dark_world_shop_defaults:
|
||||
new_items = new_dark_shop
|
||||
keeper = world.random.choice([0xA0, 0xC1, 0xFF])
|
||||
my_shop_table[name] = (typ, shop_id, keeper, custom, locked, new_items)
|
||||
|
||||
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':
|
||||
locked = True
|
||||
inventory = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)]
|
||||
region = world.get_region(region_name, player)
|
||||
shop = cls_mapping[type](region, room_id, shopkeeper, custom, locked)
|
||||
region.shop = shop
|
||||
world.shops.append(shop)
|
||||
for index, item in enumerate(inventory):
|
||||
shop.add_inventory(index, *item)
|
||||
if region_name == 'Potion Shop' and 'w' not in option:
|
||||
pass
|
||||
elif region_name == 'Capacity Upgrade':
|
||||
pass
|
||||
else:
|
||||
if my_shop_slots.pop():
|
||||
additional_item = 'Rupees (50)' # world.random.choice(['Rupees (50)', 'Rupees (100)', 'Rupees (300)'])
|
||||
slot_name = "{} Slot {}".format(shop.region.name, index + 1)
|
||||
loc = Location(player, slot_name, address=shop_table_by_location[slot_name],
|
||||
parent=shop.region, hint_text="for sale")
|
||||
loc.shop_slot = True
|
||||
loc.locked = True
|
||||
loc.item = ItemFactory(additional_item, player)
|
||||
shop.region.locations.append(loc)
|
||||
world.dynamic_locations.append(loc)
|
||||
|
||||
world.clear_location_cache()
|
||||
|
||||
# (type, room_id, shopkeeper, custom, locked, [items])
|
||||
# item = (item, price, max=0, replacement=None, replacement_price=0)
|
||||
_basic_shop_defaults = [('Red Potion', 150), ('Small Heart', 10), ('Bombs (10)', 50)]
|
||||
_dark_world_shop_defaults = [('Red Potion', 150), ('Blue Shield', 50), ('Bombs (10)', 50)]
|
||||
shop_table = {
|
||||
'Cave Shop (Dark Death Mountain)': (0x0112, ShopType.Shop, 0xC1, True, False, _basic_shop_defaults),
|
||||
'Red Shield Shop': (0x0110, ShopType.Shop, 0xC1, True, False, [('Red Shield', 500), ('Bee', 10), ('Arrows (10)', 30)]),
|
||||
'Dark Lake Hylia Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
|
||||
'Dark World Lumberjack Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
|
||||
'Village of Outcasts Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
|
||||
'Dark World Potion Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
|
||||
'Light World Death Mountain Shop': (0x00FF, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
|
||||
'Kakariko Shop': (0x011F, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
|
||||
'Cave Shop (Lake Hylia)': (0x0112, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
|
||||
'Potion Shop': (0x0109, ShopType.Shop, 0xA0, True, False, [('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)]),
|
||||
'Capacity Upgrade': (0x0115, ShopType.UpgradeShop, 0x04, True, True, [('Bomb Upgrade (+5)', 100, 7), ('Arrow Upgrade (+5)', 100, 7)])
|
||||
}
|
||||
|
||||
SHOP_ID_START = 0x400000
|
||||
shop_table_by_location_id = {SHOP_ID_START + cnt: s for cnt, s in enumerate(
|
||||
[item for sublist in [["{} Slot {}".format(name, num + 1) for num in range(3)] for name in shop_table] for item in
|
||||
sublist])}
|
||||
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3)] = "Old Man Sword Cave"
|
||||
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 1)] = "Take-Any #1"
|
||||
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 2)] = "Take-Any #2"
|
||||
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 3)] = "Take-Any #3"
|
||||
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 4)] = "Take-Any #4"
|
||||
shop_table_by_location = {y: x for x, y in shop_table_by_location_id.items()}
|
||||
|
||||
shop_generation_types = {
|
||||
'default': _basic_shop_defaults + [('Bombs (3)', 20), ('Green Potion', 90), ('Blue Potion', 190), ('Bee', 10), ('Single Arrow', 5), ('Single Bomb', 10)] + [('Red Shield', 500), ('Blue Shield', 50)],
|
||||
'potion': [('Red Potion', 150), ('Green Potion', 90), ('Blue Potion', 190)],
|
||||
'discount_potion': [('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)],
|
||||
'bottle': [('Bee', 10)],
|
||||
'time': [('Red Clock', 100), ('Blue Clock', 200), ('Green Clock', 300)],
|
||||
}
|
||||
|
|
@ -5,7 +5,8 @@ from Dungeons import create_dungeons, get_dungeon_item_pool
|
|||
from EntranceShuffle import mandatory_connections, connect_simple
|
||||
from ItemPool import difficulties, generate_itempool
|
||||
from Items import ItemFactory
|
||||
from Regions import create_regions, create_shops
|
||||
from Regions import create_regions
|
||||
from Shops import create_shops
|
||||
from Rules import set_rules
|
||||
|
||||
|
||||
|
|
|
@ -4,7 +4,8 @@ from EntranceShuffle import link_inverted_entrances
|
|||
from InvertedRegions import create_inverted_regions
|
||||
from ItemPool import generate_itempool, difficulties
|
||||
from Items import ItemFactory
|
||||
from Regions import mark_light_world_regions, create_shops
|
||||
from Regions import mark_light_world_regions
|
||||
from Shops import create_shops
|
||||
from Rules import set_rules
|
||||
from test.TestBase import TestBase
|
||||
|
||||
|
|
|
@ -4,7 +4,8 @@ from EntranceShuffle import link_inverted_entrances
|
|||
from InvertedRegions import create_inverted_regions
|
||||
from ItemPool import generate_itempool, difficulties
|
||||
from Items import ItemFactory
|
||||
from Regions import mark_light_world_regions, create_shops
|
||||
from Regions import mark_light_world_regions
|
||||
from Shops import create_shops
|
||||
from Rules import set_rules
|
||||
from test.TestBase import TestBase
|
||||
|
||||
|
|
|
@ -4,7 +4,8 @@ from EntranceShuffle import link_inverted_entrances
|
|||
from InvertedRegions import create_inverted_regions
|
||||
from ItemPool import generate_itempool, difficulties
|
||||
from Items import ItemFactory
|
||||
from Regions import mark_light_world_regions, create_shops
|
||||
from Regions import mark_light_world_regions
|
||||
from Shops import create_shops
|
||||
from Rules import set_rules
|
||||
from test.TestBase import TestBase
|
||||
|
||||
|
|
|
@ -4,7 +4,8 @@ from EntranceShuffle import link_entrances
|
|||
from InvertedRegions import mark_dark_world_regions
|
||||
from ItemPool import difficulties, generate_itempool
|
||||
from Items import ItemFactory
|
||||
from Regions import create_regions, create_shops
|
||||
from Regions import create_regions
|
||||
from Shops import create_shops
|
||||
from Rules import set_rules
|
||||
from test.TestBase import TestBase
|
||||
|
||||
|
|
|
@ -4,7 +4,8 @@ from EntranceShuffle import link_entrances
|
|||
from InvertedRegions import mark_dark_world_regions
|
||||
from ItemPool import difficulties, generate_itempool
|
||||
from Items import ItemFactory
|
||||
from Regions import create_regions, create_shops
|
||||
from Regions import create_regions
|
||||
from Shops import create_shops
|
||||
from Rules import set_rules
|
||||
from test.TestBase import TestBase
|
||||
|
||||
|
|
|
@ -4,7 +4,8 @@ from EntranceShuffle import link_entrances
|
|||
from InvertedRegions import mark_dark_world_regions
|
||||
from ItemPool import difficulties, generate_itempool
|
||||
from Items import ItemFactory
|
||||
from Regions import create_regions, create_shops
|
||||
from Regions import create_regions
|
||||
from Shops import create_shops
|
||||
from Rules import set_rules
|
||||
from test.TestBase import TestBase
|
||||
|
||||
|
|
Loading…
Reference in New Issue