from .base import LocationBase from ..tileset import solid_tiles, open_tiles, walkable_tiles from ...roomEditor import RoomEditor from ...locations.all import HeartPiece, Chest as ChestLocation import random class Chest(LocationBase): def __init__(self, room, x, y): super().__init__(room, x, y) room.tiles[x + y * 10] = 0xA0 def connect_logic(self, logic_location): logic_location.add(ChestLocation(self.room.x + self.room.y * 16)) def get_item_pool(self): return {None: 1} @staticmethod def check_possible(room, reachable_map): # Check if we can potentially place a chest here, and what the best spot would be. options = [] for y in range(1, 6): for x in range(1, 9): if room.tiles[x + y * 10 - 10] not in solid_tiles: # Chest needs to be against a "wall" at the top continue if room.tiles[x + y * 10] not in walkable_tiles or room.tiles[x + y * 10 + 10] not in walkable_tiles: continue if room.tiles[x - 1 + y * 10] not in solid_tiles and room.tiles[x - 1 + y * 10 + 10] not in open_tiles: continue if room.tiles[x + 1 + y * 10] not in solid_tiles and room.tiles[x + 1 + y * 10 + 10] not in open_tiles: continue idx = room.x * 10 + x + (room.y * 8 + y) * reachable_map.w if reachable_map.area[idx] == -1: continue options.append((reachable_map.distance[idx], x, y)) if not options: return None options.sort(reverse=True) options = [(x, y) for d, x, y in options if d > options[0][0] - 4] return random.choice(options) class FloorItem(LocationBase): def __init__(self, room, x, y): super().__init__(room, x, y) def update_room(self, rom, re: RoomEditor): re.entities.append((self.x, self.y, 0x35)) def connect_logic(self, logic_location): logic_location.add(HeartPiece(self.room.x + self.room.y * 16)) def get_item_pool(self): return {None: 1} @staticmethod def check_possible(room, reachable_map): # Check if we can potentially place a floor item here, and what the best spot would be. options = [] for y in range(1, 7): for x in range(1, 9): if room.tiles[x + y * 10] not in walkable_tiles: continue idx = room.x * 10 + x + (room.y * 8 + y) * reachable_map.w if reachable_map.area[idx] == -1: continue options.append((reachable_map.distance[idx], x, y)) if not options: return None options.sort(reverse=True) options = [(x, y) for d, x, y in options if d > options[0][0] - 4] return random.choice(options)