from collections import namedtuple import logging import random from BaseClasses import Region, RegionType, Shop, ShopType, Location from Dungeons import get_dungeon_item_pool from EntranceShuffle import connect_entrance from Fill import FillError, fill_restrictive from Items import ItemFactory #This file sets the item pools for various modes. Timed modes and triforce hunt are enforced first, and then extra items are specified per mode to fill in the remaining space. #Some basic items that various modes require are placed here, including pendants and crystals. Medallion requirements for the two relevant entrances are also decided. alwaysitems = ['Bombos', 'Book of Mudora', 'Bow', 'Cane of Somaria', 'Ether', 'Fire Rod', 'Flippers', 'Ocarina', 'Hammer', 'Hookshot', 'Ice Rod', 'Lamp', 'Cape', 'Magic Powder', 'Mushroom', 'Pegasus Boots', 'Quake', 'Shovel', 'Bug Catching Net', 'Cane of Byrna', 'Blue Boomerang', 'Red Boomerang'] progressivegloves = ['Progressive Glove'] * 2 basicgloves = ['Power Glove', 'Titans Mitts'] normalbottles = ['Bottle', 'Bottle (Red Potion)', 'Bottle (Green Potion)', 'Bottle (Blue Potion)', 'Bottle (Fairy)', 'Bottle (Bee)', 'Bottle (Good Bee)'] hardbottles = ['Bottle', 'Bottle (Red Potion)', 'Bottle (Green Potion)', 'Bottle (Blue Potion)', 'Bottle (Bee)', 'Bottle (Good Bee)'] normalbaseitems = (['Silver Arrows', 'Magic Upgrade (1/2)', 'Single Arrow', 'Sanctuary Heart Container', 'Arrow Upgrade (+10)', 'Bomb Upgrade (+10)'] + ['Rupees (300)'] * 4 + ['Boss Heart Container'] * 10 + ['Piece of Heart'] * 24) normalfirst15extra = ['Rupees (100)', 'Rupees (300)', 'Rupees (50)'] + ['Arrow Upgrade (+5)'] * 6 + ['Bomb Upgrade (+5)'] * 6 normalsecond15extra = ['Bombs (3)'] * 9 + ['Rupees (50)'] * 2 + ['Arrows (10)'] * 2 + ['Rupee (1)'] + ['Bombs (10)'] normalthird10extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 3 + ['Arrows (10)', 'Rupee (1)', 'Rupees (5)'] normalfourth5extra = ['Arrows (10)'] * 2 + ['Rupees (20)'] * 2 + ['Rupees (5)'] normalfinal25extra = ['Rupees (20)'] * 23 + ['Rupees (5)'] * 2 easybaseitems = (['Sanctuary Heart Container'] + ['Rupees (300)'] * 4 + ['Magic Upgrade (1/2)'] * 2 + ['Lamp'] * 2 + ['Silver Arrows'] * 2 + ['Boss Heart Container'] * 10 + ['Piece of Heart'] * 12) easyextra = ['Piece of Heart'] * 12 + ['Rupees (300)'] easylimitedextra = ['Boss Heart Container'] * 3 # collapsing down the 12 pieces of heart easyfirst15extra = ['Rupees (100)', 'Arrow Upgrade (+10)', 'Bomb Upgrade (+10)'] + ['Arrow Upgrade (+5)'] * 6 + ['Bomb Upgrade (+5)'] * 6 easysecond10extra = ['Bombs (3)'] * 7 + ['Rupee (1)', 'Rupees (50)', 'Bombs (10)'] easythird5extra = ['Rupees (50)'] * 2 + ['Bombs (3)'] * 2 + ['Arrows (10)'] easyfinal25extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 14 + ['Rupee (1)'] + ['Arrows (10)'] * 4 + ['Rupees (5)'] * 2 easytimedotherextra = ['Red Clock'] * 5 hardbaseitems = ['Silver Arrows', 'Single Arrow', 'Bombs (10)'] + ['Rupees (300)'] * 4 + ['Boss Heart Container'] * 6 + ['Piece of Heart'] * 20 + ['Rupees (5)'] * 7 + ['Bombs (3)'] * 4 hardfirst20extra = ['Rupees (100)', 'Rupees (300)', 'Rupees (50)'] + ['Bombs (3)'] * 5 + ['Rupees (5)'] * 10 + ['Arrows (10)', 'Rupee (1)'] hardsecond10extra = ['Rupees (5)'] * 5 + ['Rupees (50)'] * 2 + ['Arrows (10)'] * 2 + ['Rupee (1)'] hardthird10extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 3 + ['Rupees (5)'] * 3 hardfourth10extra = ['Arrows (10)'] * 2 + ['Rupees (20)'] * 7 + ['Rupees (5)'] hardfinal20extra = ['Rupees (20)'] * 18 + ['Rupees (5)'] * 2 expertbaseitems = (['Rupees (300)'] * 4 + ['Single Arrow', 'Silver Arrows', 'Boss Heart Container', 'Rupee (1)', 'Bombs (10)'] + ['Piece of Heart'] * 20 + ['Rupees (5)'] * 2 + ['Bombs (3)'] * 9 + ['Rupees (50)'] * 2 + ['Arrows (10)'] * 2 + ['Rupees (20)'] * 2) expertfirst15extra = ['Rupees (100)', 'Rupees (300)', 'Rupees (50)'] + ['Rupees (5)'] * 12 expertsecond15extra = ['Rupees (5)'] * 10 + ['Rupees (20)'] * 5 expertthird10extra = ['Rupees (50)'] * 4 + ['Rupees (5)'] * 2 + ['Arrows (10)'] * 3 + ['Rupee (1)'] expertfourth5extra = ['Rupees (5)'] * 5 expertfinal25extra = ['Rupees (20)'] * 23 + ['Rupees (5)'] * 2 insanebaseitems = ['Rupees (300)'] * 4 + ['Single Arrow', 'Bombs (10)', 'Rupee (1)'] + ['Rupees (5)'] * 24 + ['Bombs (3)'] * 9 + ['Rupees (50)'] * 2 + ['Arrows (10)'] * 2 + ['Rupees (20)'] * 5 insanefirst15extra = ['Rupees (100)', 'Rupees (300)', 'Rupees (50)'] + ['Rupees (5)'] * 12 insanesecond15extra = ['Rupees (5)'] * 10 + ['Rupees (20)'] * 5 insanethird10extra = ['Rupees (50)'] * 4 + ['Rupees (5)'] * 2 + ['Arrows (10)'] * 3 + ['Rupee (1)'] insanefourth5extra = ['Rupees (5)'] * 5 insanefinal25extra = ['Rupees (20)'] * 23 + ['Rupees (5)'] * 2 Difficulty = namedtuple('Difficulty', ['baseitems', 'bottles', 'bottle_count', 'same_bottle', 'progressiveshield', 'basicshield', 'progressivearmor', 'basicarmor', 'swordless', 'progressivesword', 'basicsword', 'timedohko', 'timedother', 'triforcehunt', 'triforce_pieces_required', 'retro', 'conditional_extras', 'extras', 'progressive_sword_limit', 'progressive_shield_limit', 'progressive_armor_limit', 'progressive_bottle_limit']) total_items_to_place = 153 def easy_conditional_extras(timer, _goal, _mode, pool, placed_items): extraitems = total_items_to_place - len(pool) - len(placed_items) if extraitems < len(easyextra): return easylimitedextra if timer in ['timed', 'timed-countdown']: return easytimedotherextra return [] def no_conditional_extras(*_args): return [] difficulties = { 'normal': Difficulty( baseitems = normalbaseitems, bottles = normalbottles, bottle_count = 4, same_bottle = False, progressiveshield = ['Progressive Shield'] * 3, basicshield = ['Blue Shield', 'Red Shield', 'Mirror Shield'], progressivearmor = ['Progressive Armor'] * 2, basicarmor = ['Blue Mail', 'Red Mail'], swordless = ['Rupees (20)'] * 4, progressivesword = ['Progressive Sword'] * 3, basicsword = ['Master Sword', 'Tempered Sword', 'Golden Sword'], timedohko = ['Green Clock'] * 25, timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10, triforcehunt = ['Triforce Piece'] * 30, triforce_pieces_required = 20, retro = ['Small Key (Universal)'] * 17 + ['Rupees (20)'] * 10, conditional_extras = no_conditional_extras, extras = [normalfirst15extra, normalsecond15extra, normalthird10extra, normalfourth5extra, normalfinal25extra], progressive_sword_limit = 4, progressive_shield_limit = 3, progressive_armor_limit = 2, progressive_bottle_limit = 4, ), 'easy': Difficulty( baseitems = easybaseitems, bottles = normalbottles, bottle_count = 8, same_bottle = False, progressiveshield = ['Progressive Shield'] * 6, basicshield = ['Blue Shield', 'Red Shield', 'Mirror Shield'] * 2, progressivearmor = ['Progressive Armor'] * 4, basicarmor = ['Blue Mail', 'Red Mail'] * 2, swordless = ['Rupees (20)'] * 8, progressivesword = ['Progressive Sword'] * 7, basicsword = ['Master Sword', 'Tempered Sword', 'Golden Sword'] *2 + ['Fighter Sword'], timedohko = ['Green Clock'] * 25, timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 5, # +5 more Red Clocks if there is room triforcehunt = ['Triforce Piece'] * 30, triforce_pieces_required = 20, retro = ['Small Key (Universal)'] * 27, conditional_extras = easy_conditional_extras, extras = [easyextra, easyfirst15extra, easysecond10extra, easythird5extra, easyfinal25extra], progressive_sword_limit = 4, progressive_shield_limit = 3, progressive_armor_limit = 2, progressive_bottle_limit = 4, ), 'hard': Difficulty( baseitems = hardbaseitems, bottles = hardbottles, bottle_count = 4, same_bottle = False, progressiveshield = ['Progressive Shield'] * 3, basicshield = ['Blue Shield', 'Red Shield', 'Red Shield'], progressivearmor = ['Progressive Armor'] * 2, basicarmor = ['Progressive Armor'] * 2, #only the first one will upgrade, making this equivalent to two blue mail swordless = ['Rupees (20)'] * 4, progressivesword = ['Progressive Sword'] * 3, basicsword = ['Master Sword', 'Master Sword', 'Tempered Sword'], timedohko = ['Green Clock'] * 20, timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10, triforcehunt = ['Triforce Piece'] * 30, triforce_pieces_required = 20, retro = ['Small Key (Universal)'] * 12 + ['Rupees (5)'] * 15, conditional_extras = no_conditional_extras, extras = [hardfirst20extra, hardsecond10extra, hardthird10extra, hardfourth10extra, hardfinal20extra], progressive_sword_limit = 3, progressive_shield_limit = 2, progressive_armor_limit = 1, progressive_bottle_limit = 4, ), 'expert': Difficulty( baseitems = expertbaseitems, bottles = hardbottles, bottle_count = 4, same_bottle = False, progressiveshield = ['Progressive Shield'] * 3, basicshield = ['Progressive Shield'] * 3, #only the first one will upgrade, making this equivalent to two blue shields progressivearmor = [], basicarmor = [], swordless = ['Rupees (20)'] * 4, progressivesword = ['Progressive Sword'] * 3, basicsword = ['Fighter Sword', 'Master Sword', 'Master Sword'], timedohko = ['Green Clock'] * 20 + ['Red Clock'] * 5, timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10, triforcehunt = ['Triforce Piece'] * 30, triforce_pieces_required = 20, retro = ['Small Key (Universal)'] * 12 + ['Rupees (5)'] * 15, conditional_extras = no_conditional_extras, extras = [expertfirst15extra, expertsecond15extra, expertthird10extra, expertfourth5extra, expertfinal25extra], progressive_sword_limit = 2, progressive_shield_limit = 1, progressive_armor_limit = 0, progressive_bottle_limit = 4, ), 'insane': Difficulty( baseitems = insanebaseitems, bottles = hardbottles, bottle_count = 4, same_bottle = False, progressiveshield = [], basicshield = [], progressivearmor = [], basicarmor = [], swordless = ['Rupees (20)'] * 3 + ['Silver Arrows'], progressivesword = ['Progressive Sword'] * 3, basicsword = ['Fighter Sword', 'Master Sword', 'Master Sword'], timedohko = ['Green Clock'] * 20 + ['Red Clock'] * 5, timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10, triforcehunt = ['Triforce Piece'] * 30, triforce_pieces_required = 20, retro = ['Small Key (Universal)'] * 12 + ['Rupees (5)'] * 15, conditional_extras = no_conditional_extras, extras = [insanefirst15extra, insanesecond15extra, insanethird10extra, insanefourth5extra, insanefinal25extra], progressive_sword_limit = 2, progressive_shield_limit = 0, progressive_armor_limit = 0, progressive_bottle_limit = 4, ), } def generate_itempool(world): if (world.difficulty not in ['easy', 'normal', 'hard', 'expert', 'insane'] or world.goal not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals'] or world.mode not in ['open', 'standard', 'swordless'] or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'] or world.progressive not in ['on', 'off', 'random']): raise NotImplementedError('Not supported yet') if world.timer in ['ohko', 'timed-ohko']: world.can_take_damage = False world.push_item('Ganon', ItemFactory('Triforce'), False) world.get_location('Ganon').event = True world.push_item('Agahnim 1', ItemFactory('Beat Agahnim 1'), False) world.get_location('Agahnim 1').event = True world.push_item('Agahnim 2', ItemFactory('Beat Agahnim 2'), False) world.get_location('Agahnim 2').event = True world.push_item('Dark Blacksmith Ruins', ItemFactory('Pick Up Purple Chest'), False) world.get_location('Dark Blacksmith Ruins').event = True world.push_item('Frog', ItemFactory('Get Frog'), False) world.get_location('Frog').event = True world.push_item('Missing Smith', ItemFactory('Return Smith'), False) world.get_location('Missing Smith').event = True world.push_item('Floodgate', ItemFactory('Open Floodgate'), False) world.get_location('Floodgate').event = True # set up item pool if world.custom: (pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.retro, world.customitemarray) world.rupoor_cost = min(world.customitemarray[67], 9999) else: (pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.retro) world.itempool = ItemFactory(pool) for (location, item) in placed_items: world.push_item(location, ItemFactory(item), False) world.get_location(location).event = True world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms if clock_mode is not None: world.clock_mode = clock_mode if treasure_hunt_count is not None: world.treasure_hunt_count = treasure_hunt_count if treasure_hunt_icon is not None: world.treasure_hunt_icon = treasure_hunt_icon if world.keysanity: world.itempool.extend(get_dungeon_item_pool(world)) # logic has some branches where having 4 hearts is one possible requirement (of several alternatives) # rather than making all hearts/heart pieces progression items (which slows down generation considerably) # We mark one random heart container as an advancement item (or 4 heart pieces in expert mode) if world.difficulty in ['easy', 'normal', 'hard'] and not (world.custom and world.customitemarray[30] == 0): [item for item in world.itempool if item.name == 'Boss Heart Container'][0].advancement = True elif world.difficulty in ['expert'] and not (world.custom and world.customitemarray[29] < 4): adv_heart_pieces = [item for item in world.itempool if item.name == 'Piece of Heart'][0:4] for hp in adv_heart_pieces: hp.advancement = True # shuffle medallions mm_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)] tr_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)] world.required_medallions = (mm_medallion, tr_medallion) set_up_shops(world) if world.retro: set_up_take_anys(world) create_dynamic_shop_locations(world) # distribute crystals fill_prizes(world) take_any_locations = [ 'Snitch Lady (East)', 'Snitch Lady (West)', 'Bush Covered House', 'Light World Bomb Hut', 'Fortune Teller (Light)', 'Lake Hylia Fortune Teller', 'Lumberjack House', 'Bonk Fairy (Light)', 'Bonk Fairy (Dark)', 'Lake Hylia Healer Fairy', 'Swamp Healer Fairy', 'Desert Healer Fairy', 'Dark Lake Hylia Healer Fairy', 'Dark Lake Hylia Ledge Healer Fairy', 'Dark Desert Healer Fairy', 'Dark Death Mountain Healer Fairy', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave', 'Kakariko Gamble Game', 'Capacity Upgrade', '50 Rupee Cave', 'Lost Woods Gamble', 'Hookshot Fairy', 'Palace of Darkness Hint', 'East Dark World Hint', 'Archery Game', 'Dark Lake Hylia Ledge Hint', 'Dark Lake Hylia Ledge Spike Cave', 'Fortune Teller (Dark)', 'Dark Sanctuary Hint', 'Dark Desert Hint'] def set_up_take_anys(world): regions = random.sample(take_any_locations, 5) old_man_take_any = Region("Old Man Sword Cave", RegionType.Cave) world.regions.append(old_man_take_any) world.dynamic_regions.append(old_man_take_any) reg = regions.pop() entrance = world.get_region(reg).entrances[0] connect_entrance(world, entrance, old_man_take_any) entrance.target = 0x58 old_man_take_any.shop = Shop(old_man_take_any, 0x0112, ShopType.TakeAny, 0xE2, True) world.shops.append(old_man_take_any.shop) old_man_take_any.shop.active = True swords = [item for item in world.itempool if item.type == 'Sword'] if swords: sword = random.choice(swords) world.itempool.remove(sword) world.itempool.append(ItemFactory('Rupees (20)')) old_man_take_any.shop.add_inventory(0, sword.name, 0, 0, create_location=True) else: old_man_take_any.shop.add_inventory(0, 'Rupees (300)', 0, 0) for num in range(4): take_any = Region("Take-Any #{}".format(num+1), RegionType.Cave) world.regions.append(take_any) world.dynamic_regions.append(take_any) target, room_id = random.choice([(0x58, 0x0112), (0x60, 0x010F), (0x46, 0x011F)]) reg = regions.pop() entrance = world.get_region(reg).entrances[0] connect_entrance(world, entrance, take_any) entrance.target = target take_any.shop = Shop(take_any, room_id, ShopType.TakeAny, 0xE3, True) world.shops.append(take_any.shop) take_any.shop.active = True take_any.shop.add_inventory(0, 'Blue Potion', 0, 0) take_any.shop.add_inventory(1, 'Boss Heart Container', 0, 0) world.intialize_regions() def create_dynamic_shop_locations(world): for shop in world.shops: for i, item in enumerate(shop.inventory): if item is None: continue if item['create_location']: loc = Location("{} Item {}".format(shop.region.name, i+1), parent=shop.region) shop.region.locations.append(loc) world.dynamic_locations.append(loc) world.clear_location_cache() world.push_item(loc, ItemFactory(item['item']), False) loc.event = True def fill_prizes(world, attempts=15): crystals = ItemFactory(['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6']) crystal_locations = [world.get_location('Turtle Rock - Prize'), world.get_location('Eastern Palace - Prize'), world.get_location('Desert Palace - Prize'), world.get_location('Tower of Hera - Prize'), world.get_location('Palace of Darkness - Prize'), world.get_location('Thieves Town - Prize'), world.get_location('Skull Woods - Prize'), world.get_location('Swamp Palace - Prize'), world.get_location('Ice Palace - Prize'), world.get_location('Misery Mire - Prize')] placed_prizes = [loc.item.name for loc in crystal_locations if loc.item is not None] unplaced_prizes = [crystal for crystal in crystals if crystal.name not in placed_prizes] empty_crystal_locations = [loc for loc in crystal_locations if loc.item is None] while attempts: attempts -= 1 try: prizepool = list(unplaced_prizes) prize_locs = list(empty_crystal_locations) random.shuffle(prizepool) random.shuffle(prize_locs) fill_restrictive(world, world.get_all_state(keys=True), prize_locs, prizepool) except FillError: logging.getLogger('').info("Failed to place dungeon prizes. Will retry %s more times", attempts) for location in empty_crystal_locations: location.item = None continue break else: raise FillError('Unable to place dungeon prizes') def set_up_shops(world): # Changes to basic Shops # TODO: move hard+ mode changes for sheilds here, utilizing the new shops if world.retro: rss = world.get_region('Red Shield Shop').shop rss.active = True rss.add_inventory(2, 'Single Arrow', 80) # Randomized changes to Shops if world.retro: for shop in random.sample([s for s in world.shops if s.replaceable], 5): shop.active = True shop.add_inventory(0, 'Single Arrow', 80) shop.add_inventory(1, 'Small Key (Universal)', 100) shop.add_inventory(2, 'Bombs (10)', 50) #special shop types def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, retro): pool = [] placed_items = [] clock_mode = None treasure_hunt_count = None treasure_hunt_icon = None pool.extend(alwaysitems) def want_progressives(): return random.choice([True, False]) if progressive == 'random' else progressive == 'on' if want_progressives(): pool.extend(progressivegloves) else: pool.extend(basicgloves) lamps_needed_for_dark_rooms = 1 if difficulty == 'easy': lamps_needed_for_dark_rooms = 3 # insanity shuffle doesn't have fake LW/DW logic so for now guaranteed Mirror and Moon Pearl at the start if shuffle == 'insanity_legacy': placed_items.append(('Link\'s House', 'Magic Mirror')) placed_items.append(('Sanctuary', 'Moon Pearl')) else: pool.extend(['Magic Mirror', 'Moon Pearl']) if timer == 'display': clock_mode = 'stopwatch' elif timer == 'ohko': clock_mode = 'ohko' diff = difficulties[difficulty] pool.extend(diff.baseitems) # expert+ difficulties produce the same contents for # all bottles, since only one bottle is available if diff.same_bottle: thisbottle = random.choice(diff.bottles) for _ in range(diff.bottle_count): if not diff.same_bottle: thisbottle = random.choice(diff.bottles) pool.append(thisbottle) if want_progressives(): pool.extend(diff.progressiveshield) else: pool.extend(diff.basicshield) if want_progressives(): pool.extend(diff.progressivearmor) else: pool.extend(diff.basicarmor) if mode == 'swordless': pool.extend(diff.swordless) elif mode == 'standard': if want_progressives(): placed_items.append(('Link\'s Uncle', 'Progressive Sword')) pool.extend(diff.progressivesword) else: placed_items.append(('Link\'s Uncle', 'Fighter Sword')) pool.extend(diff.basicsword) else: if want_progressives(): pool.extend(diff.progressivesword) pool.extend(['Progressive Sword']) else: pool.extend(diff.basicsword) pool.extend(['Fighter Sword']) extraitems = total_items_to_place - len(pool) - len(placed_items) if timer in ['timed', 'timed-countdown']: pool.extend(diff.timedother) extraitems -= len(diff.timedother) clock_mode = 'stopwatch' if timer == 'timed' else 'countdown' elif timer == 'timed-ohko': pool.extend(diff.timedohko) extraitems -= len(diff.timedohko) clock_mode = 'countdown-ohko' if goal == 'triforcehunt': pool.extend(diff.triforcehunt) extraitems -= len(diff.triforcehunt) treasure_hunt_count = diff.triforce_pieces_required treasure_hunt_icon = 'Triforce Piece' cond_extras = diff.conditional_extras(timer, goal, mode, pool, placed_items) pool.extend(cond_extras) extraitems -= len(cond_extras) for extra in diff.extras: if extraitems > 0: pool.extend(extra) extraitems -= len(extra) if goal == 'pedestal': placed_items.append(('Master Sword Pedestal', 'Triforce')) if retro: pool = [item.replace('Single Arrow','Rupees (5)') for item in pool] pool = [item.replace('Arrows (10)','Rupees (5)') for item in pool] pool = [item.replace('Arrow Upgrade (+5)','Rupees (5)') for item in pool] pool = [item.replace('Arrow Upgrade (+10)','Rupees (5)') for item in pool] pool.extend(diff.retro) if mode == 'standard': key_location = random.choice(['Secret Passage', 'Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest', 'Hyrule Castle - Zelda\'s Chest', 'Sewers - Dark Cross']) placed_items.append((key_location, 'Small Key (Universal)')) else: pool.extend(['Small Key (Universal)']) return (pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, retro, customitemarray): pool = [] placed_items = [] clock_mode = None treasure_hunt_count = None treasure_hunt_icon = None # Correct for insanely oversized item counts and take initial steps to handle undersized pools. for x in range(0, 64): if customitemarray[x] > total_items_to_place: customitemarray[x] = total_items_to_place if customitemarray[66] > total_items_to_place: customitemarray[66] = total_items_to_place itemtotal = 0 for x in range(0, 65): itemtotal = itemtotal + customitemarray[x] itemtotal = itemtotal + customitemarray[66] itemtotal = itemtotal + customitemarray[68] pool.extend(['Bow'] * customitemarray[0]) pool.extend(['Silver Arrows']* customitemarray[1]) pool.extend(['Blue Boomerang'] * customitemarray[2]) pool.extend(['Red Boomerang'] * customitemarray[3]) pool.extend(['Hookshot'] * customitemarray[4]) pool.extend(['Mushroom'] * customitemarray[5]) pool.extend(['Magic Powder'] * customitemarray[6]) pool.extend(['Fire Rod'] * customitemarray[7]) pool.extend(['Ice Rod'] * customitemarray[8]) pool.extend(['Bombos'] * customitemarray[9]) pool.extend(['Ether'] * customitemarray[10]) pool.extend(['Quake'] * customitemarray[11]) pool.extend(['Lamp'] * customitemarray[12]) pool.extend(['Hammer'] * customitemarray[13]) pool.extend(['Shovel'] * customitemarray[14]) pool.extend(['Ocarina'] * customitemarray[15]) pool.extend(['Bug Catching Net'] * customitemarray[16]) pool.extend(['Book of Mudora'] * customitemarray[17]) pool.extend(['Cane of Somaria'] * customitemarray[19]) pool.extend(['Cane of Byrna'] * customitemarray[20]) pool.extend(['Cape'] * customitemarray[21]) pool.extend(['Pegasus Boots'] * customitemarray[23]) pool.extend(['Power Glove'] * customitemarray[24]) pool.extend(['Titans Mitts'] * customitemarray[25]) pool.extend(['Progressive Glove'] * customitemarray[26]) pool.extend(['Flippers'] * customitemarray[27]) pool.extend(['Piece of Heart'] * customitemarray[29]) pool.extend(['Boss Heart Container'] * customitemarray[30]) pool.extend(['Sanctuary Heart Container'] * customitemarray[31]) pool.extend(['Master Sword'] * customitemarray[33]) pool.extend(['Tempered Sword'] * customitemarray[34]) pool.extend(['Golden Sword'] * customitemarray[35]) pool.extend(['Blue Shield'] * customitemarray[37]) pool.extend(['Red Shield'] * customitemarray[38]) pool.extend(['Mirror Shield'] * customitemarray[39]) pool.extend(['Progressive Shield'] * customitemarray[40]) pool.extend(['Blue Mail'] * customitemarray[41]) pool.extend(['Red Mail'] * customitemarray[42]) pool.extend(['Progressive Armor'] * customitemarray[43]) pool.extend(['Magic Upgrade (1/2)'] * customitemarray[44]) pool.extend(['Magic Upgrade (1/4)'] * customitemarray[45]) pool.extend(['Bomb Upgrade (+5)'] * customitemarray[46]) pool.extend(['Bomb Upgrade (+10)'] * customitemarray[47]) pool.extend(['Arrow Upgrade (+5)'] * customitemarray[48]) pool.extend(['Arrow Upgrade (+10)'] * customitemarray[49]) pool.extend(['Single Arrow'] * customitemarray[50]) pool.extend(['Arrows (10)'] * customitemarray[51]) pool.extend(['Single Bomb'] * customitemarray[52]) pool.extend(['Bombs (3)'] * customitemarray[53]) pool.extend(['Rupee (1)'] * customitemarray[54]) pool.extend(['Rupees (5)'] * customitemarray[55]) pool.extend(['Rupees (20)'] * customitemarray[56]) pool.extend(['Rupees (50)'] * customitemarray[57]) pool.extend(['Rupees (100)'] * customitemarray[58]) pool.extend(['Rupees (300)'] * customitemarray[59]) pool.extend(['Rupoor'] * customitemarray[60]) pool.extend(['Blue Clock'] * customitemarray[61]) pool.extend(['Green Clock'] * customitemarray[62]) pool.extend(['Red Clock'] * customitemarray[63]) pool.extend(['Triforce Piece'] * customitemarray[64]) pool.extend(['Triforce'] * customitemarray[66]) diff = difficulties[difficulty] lamps_needed_for_dark_rooms = 1 if difficulty == 'easy': lamps_needed_for_dark_rooms = customitemarray[12] # expert+ difficulties produce the same contents for # all bottles, since only one bottle is available if diff.same_bottle: thisbottle = random.choice(diff.bottles) for _ in range(customitemarray[18]): if not diff.same_bottle: thisbottle = random.choice(diff.bottles) pool.append(thisbottle) if customitemarray[64] > 0 or customitemarray[65] > 0: treasure_hunt_count = max(min(customitemarray[65], 99), 1) #To display, count must be between 1 and 99. treasure_hunt_icon = 'Triforce Piece' # Ensure game is always possible to complete here, force sufficient pieces if the player is unwilling. if (customitemarray[64] < treasure_hunt_count) and (goal == 'triforcehunt') and (customitemarray[66] == 0): extrapieces = treasure_hunt_count - customitemarray[64] pool.extend(['Triforce Piece'] * extrapieces) itemtotal = itemtotal + extrapieces if timer in ['display', 'timed', 'timed-countdown']: clock_mode = 'countdown' if timer == 'timed-countdown' else 'stopwatch' elif timer == 'timed-ohko': clock_mode = 'countdown-ohko' elif timer == 'ohko': clock_mode = 'ohko' if goal == 'pedestal': placed_items.append(('Master Sword Pedestal', 'Triforce')) itemtotal = itemtotal + 1 if mode == 'standard': if progressive == 'off': placed_items.append(('Link\'s Uncle', 'Fighter Sword')) pool.extend(['Fighter Sword'] * max((customitemarray[32] - 1), 0)) pool.extend(['Progressive Sword'] * customitemarray[36]) else: placed_items.append(('Link\'s Uncle', 'Progressive Sword')) pool.extend(['Fighter Sword'] * customitemarray[32]) pool.extend(['Progressive Sword'] * max((customitemarray[36] - 1), 0)) if retro: key_location = random.choice(['Secret Passage', 'Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest', 'Hyrule Castle - Zelda\'s Chest', 'Sewers - Dark Cross']) placed_items.append((key_location, 'Small Key (Universal)')) pool.extend(['Small Key (Universal)'] * max((customitemarray[68] - 1), 0)) else: pool.extend(['Small Key (Universal)'] * customitemarray[68]) else: pool.extend(['Fighter Sword'] * customitemarray[32]) pool.extend(['Progressive Sword'] * customitemarray[36]) pool.extend(['Small Key (Universal)'] * customitemarray[68]) if shuffle == 'insanity_legacy': placed_items.append(('Link\'s House', 'Magic Mirror')) placed_items.append(('Sanctuary', 'Moon Pearl')) pool.extend(['Magic Mirror'] * max((customitemarray[22] -1 ), 0)) pool.extend(['Moon Pearl'] * max((customitemarray[28] - 1), 0)) else: pool.extend(['Magic Mirror'] * customitemarray[22]) pool.extend(['Moon Pearl'] * customitemarray[28]) if retro: itemtotal = itemtotal - 28 # Corrects for small keys not being in item pool in Retro Mode if itemtotal < total_items_to_place: pool.extend(['Nothing'] * (total_items_to_place - itemtotal)) return (pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) # A quick test to ensure all combinations generate the correct amount of items. def test(): for difficulty in ['easy', 'normal', 'hard', 'expert', 'insane']: for goal in ['ganon', 'triforcehunt', 'pedestal']: for timer in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown']: for mode in ['open', 'standard', 'swordless']: for progressive in ['on', 'off']: for shuffle in ['full', 'insane']: for retro in [True, False]: out = get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, retro) count = len(out[0]) + len(out[1]) correct_count = total_items_to_place if goal in ['pedestal']: # pedestal goals generate one extra item correct_count += 1 if retro: correct_count += 28 assert count == correct_count, "expected {0} items but found {1} items for {2}".format(correct_count, count, (progressive, shuffle, difficulty, timer, goal, mode, retro)) if __name__ == '__main__': test()