import logging from BaseClasses import Item, ItemClassification from .data import iname from .locations import BASE_ID from .options import IronMaidenBehavior from typing import TYPE_CHECKING, Dict, NamedTuple, Optional from collections import Counter if TYPE_CHECKING: from . import CVCotMWorld class CVCotMItem(Item): game: str = "Castlevania - Circle of the Moon" class CVCotMItemData(NamedTuple): code: Optional[int] text_id: Optional[bytes] default_classification: ItemClassification tutorial_id: Optional[bytes] = None # "code" = The unique part of the Item's AP code attribute, as well as the value to call the in-game "prepare item # textbox" function with to give the Item in-game. Add this + base_id to get the actual AP code. # "text_id" = The textbox ID for the vanilla message for receiving the Item. Used when receiving an Item through the # client that was not sent by a different player. # "default_classification" = The AP Item Classification that gets assigned to instances of that Item in create_item # by default, unless I deliberately override it (as is the case for the Cleansing on the # Ignore Cleansing option). # "tutorial_id" = The textbox ID for the item's tutorial. Used by the client if tutorials are not skipped. cvcotm_item_info: Dict[str, CVCotMItemData] = { iname.heart_max: CVCotMItemData(0xE400, b"\x57\x81", ItemClassification.filler), iname.hp_max: CVCotMItemData(0xE401, b"\x55\x81", ItemClassification.filler), iname.mp_max: CVCotMItemData(0xE402, b"\x56\x81", ItemClassification.filler), iname.salamander: CVCotMItemData(0xE600, b"\x1E\x82", ItemClassification.useful), iname.serpent: CVCotMItemData(0xE601, b"\x1F\x82", ItemClassification.useful | ItemClassification.progression), iname.mandragora: CVCotMItemData(0xE602, b"\x20\x82", ItemClassification.useful), iname.golem: CVCotMItemData(0xE603, b"\x21\x82", ItemClassification.useful), iname.cockatrice: CVCotMItemData(0xE604, b"\x22\x82", ItemClassification.useful | ItemClassification.progression), iname.manticore: CVCotMItemData(0xE605, b"\x23\x82", ItemClassification.useful), iname.griffin: CVCotMItemData(0xE606, b"\x24\x82", ItemClassification.useful), iname.thunderbird: CVCotMItemData(0xE607, b"\x25\x82", ItemClassification.useful), iname.unicorn: CVCotMItemData(0xE608, b"\x26\x82", ItemClassification.useful), iname.black_dog: CVCotMItemData(0xE609, b"\x27\x82", ItemClassification.useful), iname.mercury: CVCotMItemData(0xE60A, b"\x28\x82", ItemClassification.useful | ItemClassification.progression), iname.venus: CVCotMItemData(0xE60B, b"\x29\x82", ItemClassification.useful), iname.jupiter: CVCotMItemData(0xE60C, b"\x2A\x82", ItemClassification.useful), iname.mars: CVCotMItemData(0xE60D, b"\x2B\x82", ItemClassification.useful | ItemClassification.progression), iname.diana: CVCotMItemData(0xE60E, b"\x2C\x82", ItemClassification.useful), iname.apollo: CVCotMItemData(0xE60F, b"\x2D\x82", ItemClassification.useful), iname.neptune: CVCotMItemData(0xE610, b"\x2E\x82", ItemClassification.useful), iname.saturn: CVCotMItemData(0xE611, b"\x2F\x82", ItemClassification.useful), iname.uranus: CVCotMItemData(0xE612, b"\x30\x82", ItemClassification.useful), iname.pluto: CVCotMItemData(0xE613, b"\x31\x82", ItemClassification.useful), # Dash Boots iname.double: CVCotMItemData(0xE801, b"\x59\x81", ItemClassification.useful | ItemClassification.progression, b"\xF4\x84"), iname.tackle: CVCotMItemData(0xE802, b"\x5A\x81", ItemClassification.progression, b"\xF5\x84"), iname.kick_boots: CVCotMItemData(0xE803, b"\x5B\x81", ItemClassification.progression, b"\xF6\x84"), iname.heavy_ring: CVCotMItemData(0xE804, b"\x5C\x81", ItemClassification.progression, b"\xF7\x84"), # Map iname.cleansing: CVCotMItemData(0xE806, b"\x5D\x81", ItemClassification.progression, b"\xF8\x84"), iname.roc_wing: CVCotMItemData(0xE807, b"\x5E\x81", ItemClassification.useful | ItemClassification.progression, b"\xF9\x84"), iname.last_key: CVCotMItemData(0xE808, b"\x5F\x81", ItemClassification.progression_skip_balancing, b"\xFA\x84"), iname.ironmaidens: CVCotMItemData(0xE809, b"\xF1\x84", ItemClassification.progression), iname.dracula: CVCotMItemData(None, None, ItemClassification.progression), iname.shinning_armor: CVCotMItemData(None, None, ItemClassification.progression), } ACTION_CARDS = {iname.mercury, iname.venus, iname.jupiter, iname.mars, iname.diana, iname.apollo, iname.neptune, iname.saturn, iname.uranus, iname.pluto} ATTRIBUTE_CARDS = {iname.salamander, iname.serpent, iname.mandragora, iname.golem, iname.cockatrice, iname.griffin, iname.manticore, iname.thunderbird, iname.unicorn, iname.black_dog} FREEZE_ACTIONS = [iname.mercury, iname.mars] FREEZE_ATTRS = [iname.serpent, iname.cockatrice] FILLER_ITEM_NAMES = [iname.heart_max, iname.hp_max, iname.mp_max] MAJORS_CLASSIFICATIONS = ItemClassification.progression | ItemClassification.useful def get_item_names_to_ids() -> Dict[str, int]: return {name: cvcotm_item_info[name].code + BASE_ID for name in cvcotm_item_info if cvcotm_item_info[name].code is not None} def get_item_counts(world: "CVCotMWorld") -> Dict[ItemClassification, Dict[str, int]]: item_counts: Dict[ItemClassification, Counter[str, int]] = { ItemClassification.progression: Counter(), ItemClassification.progression_skip_balancing: Counter(), ItemClassification.useful | ItemClassification.progression: Counter(), ItemClassification.useful: Counter(), ItemClassification.filler: Counter(), } total_items = 0 # Items to be skipped over in the main Item creation loop. excluded_items = [iname.hp_max, iname.mp_max, iname.heart_max, iname.last_key] # If Halve DSS Cards Placed is on, determine which cards we will exclude here. if world.options.halve_dss_cards_placed: excluded_cards = list(ACTION_CARDS.union(ATTRIBUTE_CARDS)) has_freeze_action = False has_freeze_attr = False start_card_cap = 8 # Get out all cards from start_inventory_from_pool that the player isn't starting with 0 of. start_cards = [item for item in world.options.start_inventory_from_pool.value if "Card" in item] # Check for ice/stone cards that are in the player's starting cards. Increase the starting card capacity by 1 # for each card type satisfied. for card in start_cards: if card in FREEZE_ACTIONS and not has_freeze_action: has_freeze_action = True start_card_cap += 1 if card in FREEZE_ATTRS and not has_freeze_attr: has_freeze_attr = True start_card_cap += 1 # If we are over our starting card capacity, some starting cards will need to be removed... if len(start_cards) > start_card_cap: # Ice/stone cards will be kept no matter what. As for the others, put them in a list of possible candidates # to remove. kept_start_cards = [] removal_candidates = [] for card in start_cards: if card in FREEZE_ACTIONS + FREEZE_ATTRS: kept_start_cards.append(card) else: removal_candidates.append(card) # Add a random sample of the removal candidate cards to our kept cards list. kept_start_cards += world.random.sample(removal_candidates, start_card_cap - len(kept_start_cards)) # Make a list of the cards we are not keeping. removed_start_cards = [card for card in removal_candidates if card not in kept_start_cards] # Remove the cards we're not keeping from start_inventory_from_pool. for card in removed_start_cards: del world.options.start_inventory_from_pool.value[card] logging.warning(f"[{world.player_name}] Too many DSS Cards in " f"Start Inventory from Pool to satisfy the Halve DSS Cards Placed option. The following " f"{len(removed_start_cards)} card(s) were removed: {removed_start_cards}") start_cards = kept_start_cards # Remove the starting cards from the excluded cards. for card in ACTION_CARDS.union(ATTRIBUTE_CARDS): if card in start_cards: excluded_cards.remove(card) # Remove a valid ice/stone action and/or attribute card if the player isn't starting with one. if not has_freeze_action: excluded_cards.remove(world.random.choice(FREEZE_ACTIONS)) if not has_freeze_attr: excluded_cards.remove(world.random.choice(FREEZE_ATTRS)) # Remove 10 random cards from the exclusions. excluded_items += world.random.sample(excluded_cards, 10) # Exclude the Maiden Detonator from creation if the maidens start broken. if world.options.iron_maiden_behavior == IronMaidenBehavior.option_start_broken: excluded_items += [iname.ironmaidens] # Add one of each Item to the pool that is not filler or progression skip balancing. for item in cvcotm_item_info: classification = cvcotm_item_info[item].default_classification code = cvcotm_item_info[item].code # Skip event Items and Items that are excluded from creation. if code is None or item in excluded_items: continue # Classify the Cleansing as Useful instead of Progression if Ignore Cleansing is on. if item == iname.cleansing and world.options.ignore_cleansing: classification = ItemClassification.useful # Classify the Kick Boots as Progression + Useful if Nerf Roc Wing is on. if item == iname.kick_boots and world.options.nerf_roc_wing: classification |= ItemClassification.useful item_counts[classification][item] = 1 total_items += 1 # Add the total Last Keys if no skirmishes are required (meaning they're not forced anywhere). if not world.options.required_skirmishes: item_counts[ItemClassification.progression_skip_balancing][iname.last_key] = \ world.options.available_last_keys.value total_items += world.options.available_last_keys.value # Add filler items at random until the total Items = the total Locations. while total_items < len(world.multiworld.get_unfilled_locations(world.player)): filler_to_add = world.random.choice(FILLER_ITEM_NAMES) item_counts[ItemClassification.filler][filler_to_add] += 1 total_items += 1 return item_counts