from .locations.items import * DEFAULT_ITEM_POOL = { SWORD: 2, FEATHER: 1, HOOKSHOT: 1, BOW: 1, BOMB: 1, MAGIC_POWDER: 1, MAGIC_ROD: 1, OCARINA: 1, PEGASUS_BOOTS: 1, POWER_BRACELET: 2, SHIELD: 2, SHOVEL: 1, ROOSTER: 1, TOADSTOOL: 1, TAIL_KEY: 1, SLIME_KEY: 1, ANGLER_KEY: 1, FACE_KEY: 1, BIRD_KEY: 1, GOLD_LEAF: 5, FLIPPERS: 1, BOWWOW: 1, SONG1: 1, SONG2: 1, SONG3: 1, BLUE_TUNIC: 1, RED_TUNIC: 1, MAX_ARROWS_UPGRADE: 1, MAX_BOMBS_UPGRADE: 1, MAX_POWDER_UPGRADE: 1, HEART_CONTAINER: 8, HEART_PIECE: 12, RUPEES_100: 3, RUPEES_20: 6, RUPEES_200: 3, RUPEES_50: 19, SEASHELL: 24, MEDICINE: 3, GEL: 4, MESSAGE: 1, COMPASS1: 1, COMPASS2: 1, COMPASS3: 1, COMPASS4: 1, COMPASS5: 1, COMPASS6: 1, COMPASS7: 1, COMPASS8: 1, COMPASS9: 1, KEY1: 3, KEY2: 5, KEY3: 9, KEY4: 5, KEY5: 3, KEY6: 3, KEY7: 3, KEY8: 7, KEY9: 3, MAP1: 1, MAP2: 1, MAP3: 1, MAP4: 1, MAP5: 1, MAP6: 1, MAP7: 1, MAP8: 1, MAP9: 1, NIGHTMARE_KEY1: 1, NIGHTMARE_KEY2: 1, NIGHTMARE_KEY3: 1, NIGHTMARE_KEY4: 1, NIGHTMARE_KEY5: 1, NIGHTMARE_KEY6: 1, NIGHTMARE_KEY7: 1, NIGHTMARE_KEY8: 1, NIGHTMARE_KEY9: 1, STONE_BEAK1: 1, STONE_BEAK2: 1, STONE_BEAK3: 1, STONE_BEAK4: 1, STONE_BEAK5: 1, STONE_BEAK6: 1, STONE_BEAK7: 1, STONE_BEAK8: 1, STONE_BEAK9: 1, INSTRUMENT1: 1, INSTRUMENT2: 1, INSTRUMENT3: 1, INSTRUMENT4: 1, INSTRUMENT5: 1, INSTRUMENT6: 1, INSTRUMENT7: 1, INSTRUMENT8: 1, TRADING_ITEM_YOSHI_DOLL: 1, TRADING_ITEM_RIBBON: 1, TRADING_ITEM_DOG_FOOD: 1, TRADING_ITEM_BANANAS: 1, TRADING_ITEM_STICK: 1, TRADING_ITEM_HONEYCOMB: 1, TRADING_ITEM_PINEAPPLE: 1, TRADING_ITEM_HIBISCUS: 1, TRADING_ITEM_LETTER: 1, TRADING_ITEM_BROOM: 1, TRADING_ITEM_FISHING_HOOK: 1, TRADING_ITEM_NECKLACE: 1, TRADING_ITEM_SCALE: 1, TRADING_ITEM_MAGNIFYING_GLASS: 1, "MEDICINE2": 1, "RAFT": 1, "ANGLER_KEYHOLE": 1, "CASTLE_BUTTON": 1 } class ItemPool: def __init__(self, logic, settings, rnd): self.__pool = {} self.__setup(logic, settings) self.__randomizeRupees(settings, rnd) def add(self, item, count=1): self.__pool[item] = self.__pool.get(item, 0) + count def remove(self, item, count=1): self.__pool[item] = self.__pool.get(item, 0) - count if self.__pool[item] == 0: del self.__pool[item] def get(self, item): return self.__pool.get(item, 0) def count(self): total = 0 for count in self.__pool.values(): total += count return total def removeRupees(self, count): for n in range(count): self.removeRupee() def removeRupee(self): for item in (RUPEES_20, RUPEES_50, RUPEES_200, RUPEES_500): if self.get(item) > 0: self.remove(item) return raise RuntimeError("Wanted to remove more rupees from the pool then we have") def __setup(self, logic, settings): default_item_pool = DEFAULT_ITEM_POOL if settings.overworld == "random": default_item_pool = logic.world.map.get_item_pool() for item, count in default_item_pool.items(): self.add(item, count) if settings.boomerang != 'default' and settings.overworld != "random": self.add(BOOMERANG) if settings.owlstatues == 'both': self.add(RUPEES_20, 9 + 24) elif settings.owlstatues == 'dungeon': self.add(RUPEES_20, 24) elif settings.owlstatues == 'overworld': self.add(RUPEES_20, 9) if settings.bowwow == 'always': # Bowwow mode takes a sword from the pool to give as bowwow. So we need to fix that. self.add(SWORD) self.remove(BOWWOW) elif settings.bowwow == 'swordless': # Bowwow mode takes a sword from the pool to give as bowwow, we need to remove all swords and Bowwow except for 1 self.add(RUPEES_20, self.get(BOWWOW) + self.get(SWORD) - 1) self.remove(SWORD, self.get(SWORD) - 1) self.remove(BOWWOW, self.get(BOWWOW)) if settings.hpmode == 'inverted': self.add(BAD_HEART_CONTAINER, self.get(HEART_CONTAINER)) self.remove(HEART_CONTAINER, self.get(HEART_CONTAINER)) elif settings.hpmode == 'low': self.add(HEART_PIECE, self.get(HEART_CONTAINER)) self.remove(HEART_CONTAINER, self.get(HEART_CONTAINER)) elif settings.hpmode == 'extralow': self.add(RUPEES_20, self.get(HEART_CONTAINER)) self.remove(HEART_CONTAINER, self.get(HEART_CONTAINER)) if settings.itempool == 'casual': self.add(FLIPPERS) self.add(FEATHER) self.add(HOOKSHOT) self.add(BOW) self.add(BOMB) self.add(MAGIC_POWDER) self.add(MAGIC_ROD) self.add(OCARINA) self.add(PEGASUS_BOOTS) self.add(POWER_BRACELET) self.add(SHOVEL) self.add(RUPEES_200, 2) self.removeRupees(13) for n in range(9): self.remove("MAP%d" % (n + 1)) self.remove("COMPASS%d" % (n + 1)) self.add("KEY%d" % (n + 1)) self.add("NIGHTMARE_KEY%d" % (n +1)) elif settings.itempool == 'pain': self.add(BAD_HEART_CONTAINER, 12) self.remove(BLUE_TUNIC) self.remove(MEDICINE, 2) self.remove(HEART_PIECE, 4) self.removeRupees(5) elif settings.itempool == 'keyup': for n in range(9): self.remove("MAP%d" % (n + 1)) self.remove("COMPASS%d" % (n + 1)) self.add("KEY%d" % (n +1)) self.add("NIGHTMARE_KEY%d" % (n +1)) if settings.owlstatues in ("none", "overworld"): for n in range(9): self.remove("STONE_BEAK%d" % (n + 1)) self.add("KEY%d" % (n +1)) # if settings.dungeon_items == 'keysy': # for n in range(9): # for amount, item_name in ((9, "KEY"), (1, "NIGHTMARE_KEY")): # item_name = "%s%d" % (item_name, n + 1) # if item_name in self.__pool: # self.add(RUPEES_20, self.__pool[item_name]) # self.remove(item_name, self.__pool[item_name]) # self.add(item_name, amount) if settings.goal == "seashells": for n in range(8): self.remove("INSTRUMENT%d" % (n + 1)) self.add(SEASHELL, 8) if settings.overworld == "dungeondive": self.remove(SWORD) self.remove(MAX_ARROWS_UPGRADE) self.remove(MAX_BOMBS_UPGRADE) self.remove(MAX_POWDER_UPGRADE) self.remove(SEASHELL, 24) self.remove(TAIL_KEY) self.remove(SLIME_KEY) self.remove(ANGLER_KEY) self.remove(FACE_KEY) self.remove(BIRD_KEY) self.remove(GOLD_LEAF, 5) self.remove(SONG2) self.remove(SONG3) self.remove(HEART_PIECE, 8) self.remove(RUPEES_50, 9) self.remove(RUPEES_20, 2) self.remove(MEDICINE, 3) self.remove(MESSAGE) self.remove(BOWWOW) self.remove(ROOSTER) self.remove(GEL, 2) self.remove("MEDICINE2") self.remove("RAFT") self.remove("ANGLER_KEYHOLE") self.remove("CASTLE_BUTTON") self.remove(TRADING_ITEM_YOSHI_DOLL) self.remove(TRADING_ITEM_RIBBON) self.remove(TRADING_ITEM_DOG_FOOD) self.remove(TRADING_ITEM_BANANAS) self.remove(TRADING_ITEM_STICK) self.remove(TRADING_ITEM_HONEYCOMB) self.remove(TRADING_ITEM_PINEAPPLE) self.remove(TRADING_ITEM_HIBISCUS) self.remove(TRADING_ITEM_LETTER) self.remove(TRADING_ITEM_BROOM) self.remove(TRADING_ITEM_FISHING_HOOK) self.remove(TRADING_ITEM_NECKLACE) self.remove(TRADING_ITEM_SCALE) self.remove(TRADING_ITEM_MAGNIFYING_GLASS) elif not settings.rooster: self.remove(ROOSTER) self.add(RUPEES_50) if settings.overworld == "nodungeons": for n in range(9): for item_name in {KEY, NIGHTMARE_KEY, MAP, COMPASS, STONE_BEAK}: self.remove(f"{item_name}{n+1}", self.get(f"{item_name}{n+1}")) self.remove(BLUE_TUNIC) self.remove(RED_TUNIC) self.remove(SEASHELL, 2) self.remove(RUPEES_20, 6) self.remove(RUPEES_50, 17) self.remove(MEDICINE, 3) self.remove(GEL, 4) self.remove(MESSAGE, 1) self.remove(BOMB, 1) self.remove(RUPEES_100, 3) self.add(RUPEES_500, 3) # # In multiworld, put a bit more rupees in the seed, this helps with generation (2nd shop item) # # As we cheat and can place rupees for the wrong player. # if settings.multiworld: # rupees20 = self.__pool.get(RUPEES_20, 0) # self.add(RUPEES_50, rupees20 // 2) # self.remove(RUPEES_20, rupees20 // 2) # rupees50 = self.__pool.get(RUPEES_50, 0) # self.add(RUPEES_200, rupees50 // 5) # self.remove(RUPEES_50, rupees50 // 5) def __randomizeRupees(self, options, rnd): # Remove rupees from the item pool and replace them with other items to create more variety rupee_item = [] rupee_item_count = [] for k, v in self.__pool.items(): if k in {RUPEES_20, RUPEES_50} and v > 0: rupee_item.append(k) rupee_item_count.append(v) rupee_chests = sum(v for k, v in self.__pool.items() if k.startswith("RUPEES_")) for n in range(rupee_chests // 5): new_item = rnd.choices((BOMB, SINGLE_ARROW, ARROWS_10, MAGIC_POWDER, MEDICINE), (10, 5, 10, 10, 1))[0] while True: remove_item = rnd.choices(rupee_item, rupee_item_count)[0] if self.get(remove_item) > 0: break self.add(new_item) self.remove(remove_item) def toDict(self): return self.__pool.copy()