from __future__ import annotations from enum import unique, Enum from typing import List, Union, Optional import logging from BaseClasses import Location from EntranceShuffle import door_addresses from Items import item_name_groups, item_table from Utils import int16_as_bytes logger = logging.getLogger("Shops") @unique class ShopType(Enum): Shop = 0 TakeAny = 1 UpgradeShop = 2 class Shop(): slots = 3 # slot count is not dynamic in asm, however inventory can have None as empty slots blacklist = set() # items that don't work, todo: actually check against this type = ShopType.Shop def __init__(self, region, room_id: int, shopkeeper_config: int, custom: bool, locked: bool): self.region = region self.room_id = room_id self.inventory: List[Union[None, dict]] = [None] * self.slots self.shopkeeper_config = shopkeeper_config self.custom = custom self.locked = locked @property def item_count(self) -> int: for x in range(self.slots - 1, -1, -1): # last x is 0 if self.inventory[x]: return x + 1 return 0 def get_bytes(self) -> List[int]: # [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index] entrances = self.region.entrances config = self.item_count if len(entrances) == 1 and entrances[0].name in door_addresses: door_id = door_addresses[entrances[0].name][0] + 1 else: door_id = 0 config |= 0x40 # ignore door id if self.type == ShopType.TakeAny: config |= 0x80 elif self.type == ShopType.UpgradeShop: config |= 0x10 # Alt. VRAM return [0x00]+int16_as_bytes(self.room_id)+[door_id, 0x00, config, self.shopkeeper_config, 0x00] def has_unlimited(self, item: str) -> bool: for inv in self.inventory: if inv is None: continue if inv['item'] == item: return True if inv['max'] != 0 and inv['replacement'] is not None and inv['replacement'] == item: return True return False def has(self, item: str) -> bool: for inv in self.inventory: if inv is None: continue if inv['item'] == item: return True if inv['max'] != 0 and inv['replacement'] == item: return True return False def clear_inventory(self): self.inventory = [None] * self.slots def add_inventory(self, slot: int, item: str, price: int, max: int = 0, replacement: Optional[str] = None, replacement_price: int = 0, create_location: bool = False, player: int = 0): self.inventory[slot] = { 'item': item, 'price': price, 'max': max, 'replacement': replacement, 'replacement_price': replacement_price, 'create_location': create_location, 'player': player } def push_inventory(self, slot: int, item: str, price: int, max: int = 1, player: int = 0): if not self.inventory[slot]: raise ValueError("Inventory can't be pushed back if it doesn't exist") self.inventory[slot] = { 'item': item, 'price': price, 'max': max, 'replacement': self.inventory[slot]["item"], 'replacement_price': self.inventory[slot]["price"], 'create_location': self.inventory[slot]["create_location"], 'player': player } def can_push_inventory(self, slot: int): return self.inventory[slot] and not self.inventory[slot]["replacement"] class TakeAny(Shop): type = ShopType.TakeAny class UpgradeShop(Shop): type = ShopType.UpgradeShop # Potions break due to VRAM flags set in UpgradeShop. # Didn't check for more things breaking as not much else can be shuffled here currently blacklist = item_name_groups["Potions"] def ShopSlotFill(world): shop_slots: List[Location] = [location for shop_locations in (shop.region.locations for shop in world.shops) for location in shop_locations if location.shop_slot] if shop_slots: from Fill import swap_location_item # TODO: allow each game to register a blacklist to be used here? blacklist_words = {"Rupee"} blacklist_words = {item_name for item_name in item_table if any( blacklist_word in item_name for blacklist_word in blacklist_words)} blacklist_words.add("Bee") candidates: List[Location] = [location for location in world.get_locations() if not location.locked and not location.shop_slot and not location.item.name in blacklist_words] world.random.shuffle(candidates) if not world.fulfills_accessibility(): logger.warning("World does not fulfill accessibility rules as is, " "only using \"beatable only\" for shop logic.") shuffle_condition = world.can_beat_game else: shuffle_condition = world.fulfills_accessibility # currently special care needs to be taken so that Shop.region.locations.item is identical to Shop.inventory # Potentially create Locations as needed and make inventory the only source, to prevent divergence for location in shop_slots: slot_num = int(location.name[-1]) - 1 shop: Shop = location.parent_region.shop if shop.can_push_inventory(slot_num): for c in candidates: # chosen item locations if c.item_rule(location.item) and location.item_rule(c.item): # if rule is good... swap_location_item(c, location, check_locked=False) candidates.remove(c) if not shuffle_condition(): swap_location_item(c, location, check_locked=False) continue logger.debug(f'Swapping {c} into {location}:: {location.item}') break else: # This *should* never happen. But let's fail safely just in case. logger.warning("Ran out of ShopShuffle Item candidate locations.") shop.region.locations.remove(location) continue item_name = location.item.name if any(x in item_name for x in ['Single Bomb', 'Single Arrow']): price = world.random.randrange(1, 7) elif any(x in item_name for x in ['Arrows', 'Bombs', 'Clock']): price = world.random.randrange(4, 24) elif any(x in item_name for x in ['Compass', 'Map', 'Small Key', 'Piece of Heart']): price = world.random.randrange(10, 30) else: price = world.random.randrange(10, 60) price *= 5 shop.push_inventory(slot_num, item_name, price, 1, location.item.player if location.item.player != location.player else 0) else: shop.region.locations.remove(location) # remove locations that may no longer exist from caches, by flushing them entirely if shop_slots: world.clear_location_cache() world._location_cache = {} def create_shops(world, player: int): cls_mapping = {ShopType.UpgradeShop: UpgradeShop, ShopType.Shop: Shop, ShopType.TakeAny: TakeAny} option = world.shop_shuffle[player] my_shop_table = dict(shop_table) num_slots = int(world.shop_shuffle_slots[player]) my_shop_slots = ([True] * num_slots + [False] * (len(shop_table) * 3))[:len(shop_table)*3 - 2] world.random.shuffle(my_shop_slots) from Items import ItemFactory if 'g' in option or 'f' in option: new_basic_shop = world.random.sample(shop_generation_types['default'], k=3) new_dark_shop = world.random.sample(shop_generation_types['default'], k=3) for name, shop in my_shop_table.items(): typ, shop_id, keeper, custom, locked, items = shop if name == 'Capacity Upgrade': pass elif name == 'Potion Shop' and not "w" in option: pass else: new_items = world.random.sample(shop_generation_types['default'], k=3) if 'f' not in option: if items == _basic_shop_defaults: new_items = new_basic_shop elif items == _dark_world_shop_defaults: new_items = new_dark_shop keeper = world.random.choice([0xA0, 0xC1, 0xFF]) my_shop_table[name] = (typ, shop_id, keeper, custom, locked, new_items) for region_name, (room_id, type, shopkeeper, custom, locked, inventory) in my_shop_table.items(): if world.mode[player] == 'inverted' and region_name == 'Dark Lake Hylia Shop': locked = True inventory = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)] region = world.get_region(region_name, player) shop = cls_mapping[type](region, room_id, shopkeeper, custom, locked) region.shop = shop world.shops.append(shop) for index, item in enumerate(inventory): shop.add_inventory(index, *item) if region_name == 'Potion Shop' and 'w' not in option: pass elif region_name == 'Capacity Upgrade': pass else: if my_shop_slots.pop(): additional_item = 'Rupees (50)' # world.random.choice(['Rupees (50)', 'Rupees (100)', 'Rupees (300)']) slot_name = "{} Slot {}".format(shop.region.name, index + 1) loc = Location(player, slot_name, address=shop_table_by_location[slot_name], parent=shop.region, hint_text="for sale") loc.shop_slot = True loc.locked = True loc.item = ItemFactory(additional_item, player) shop.region.locations.append(loc) world.dynamic_locations.append(loc) world.clear_location_cache() # (type, room_id, shopkeeper, custom, locked, [items]) # item = (item, price, max=0, replacement=None, replacement_price=0) _basic_shop_defaults = [('Red Potion', 150), ('Small Heart', 10), ('Bombs (10)', 50)] _dark_world_shop_defaults = [('Red Potion', 150), ('Blue Shield', 50), ('Bombs (10)', 50)] shop_table = { 'Cave Shop (Dark Death Mountain)': (0x0112, ShopType.Shop, 0xC1, True, False, _basic_shop_defaults), 'Red Shield Shop': (0x0110, ShopType.Shop, 0xC1, True, False, [('Red Shield', 500), ('Bee', 10), ('Arrows (10)', 30)]), 'Dark Lake Hylia Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults), 'Dark World Lumberjack Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults), 'Village of Outcasts Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults), 'Dark World Potion Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults), 'Light World Death Mountain Shop': (0x00FF, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults), 'Kakariko Shop': (0x011F, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults), 'Cave Shop (Lake Hylia)': (0x0112, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults), 'Potion Shop': (0x0109, ShopType.Shop, 0xA0, True, False, [('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)]), 'Capacity Upgrade': (0x0115, ShopType.UpgradeShop, 0x04, True, True, [('Bomb Upgrade (+5)', 100, 7), ('Arrow Upgrade (+5)', 100, 7)]) } SHOP_ID_START = 0x400000 shop_table_by_location_id = {SHOP_ID_START + cnt: s for cnt, s in enumerate( [item for sublist in [["{} Slot {}".format(name, num + 1) for num in range(3)] for name in shop_table] for item in sublist])} shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3)] = "Old Man Sword Cave" shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 1)] = "Take-Any #1" shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 2)] = "Take-Any #2" shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 3)] = "Take-Any #3" shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 4)] = "Take-Any #4" shop_table_by_location = {y: x for x, y in shop_table_by_location_id.items()} shop_generation_types = { 'default': _basic_shop_defaults + [('Bombs (3)', 20), ('Green Potion', 90), ('Blue Potion', 190), ('Bee', 10), ('Single Arrow', 5), ('Single Bomb', 10)] + [('Red Shield', 500), ('Blue Shield', 50)], 'potion': [('Red Potion', 150), ('Green Potion', 90), ('Blue Potion', 190)], 'discount_potion': [('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)], 'bottle': [('Bee', 10)], 'time': [('Red Clock', 100), ('Blue Clock', 200), ('Green Clock', 300)], }