from math import ceil from typing import List from BaseClasses import Item from . import Constants from typing import TYPE_CHECKING if TYPE_CHECKING: from . import MinecraftWorld def get_junk_item_names(rand, k: int) -> str: junk_weights = Constants.item_info["junk_weights"] junk = rand.choices( list(junk_weights.keys()), weights=list(junk_weights.values()), k=k) return junk def build_item_pool(world: "MinecraftWorld") -> List[Item]: multiworld = world.multiworld player = world.player itempool = [] total_location_count = len(multiworld.get_unfilled_locations(player)) required_pool = Constants.item_info["required_pool"] # Add required progression items for item_name, num in required_pool.items(): itempool += [world.create_item(item_name) for _ in range(num)] # Add structure compasses if world.options.structure_compasses: compasses = [name for name in world.item_name_to_id if "Structure Compass" in name] for item_name in compasses: itempool.append(world.create_item(item_name)) # Dragon egg shards if world.options.egg_shards_required > 0: num = world.options.egg_shards_available itempool += [world.create_item("Dragon Egg Shard") for _ in range(num)] # Bee traps bee_trap_percentage = world.options.bee_traps * 0.01 if bee_trap_percentage > 0: bee_trap_qty = ceil(bee_trap_percentage * (total_location_count - len(itempool))) itempool += [world.create_item("Bee Trap") for _ in range(bee_trap_qty)] # Fill remaining itempool with randomly generated junk junk = get_junk_item_names(world.random, total_location_count - len(itempool)) itempool += [world.create_item(name) for name in junk] return itempool